OpenGL-ES: Difference between revisions
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imported>kate New page: Category:Development == OpenGL-ES wiki placeholder == Maemo OpenGL-ES documentation appears here soon |
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[[Category:Development]] | [[Category:Development]] | ||
== OpenGL-ES | == OpenGL-ES == | ||
Maemo OpenGL-ES | Maemo OpenGL-ES | ||
=== Books about OpenGL-ES === | |||
* [http://www.amazon.com/Mobile-3D-Graphics-Kaufmann-Computer/dp/0123737273/ref=sr_1_1?ie=UTF8&s=books&qid=1235944663&sr=8-1 Mobile 3D graphics with OpenGL-ES and M3G"] | |||
* [http://www.amazon.com/OpenGL-ES-2-0-Programming-Guide/dp/0321502795/ref=sr_1_1?ie=UTF8&s=books&qid=1235944783&sr=1-1 OpenGL ES 2.0 programming guide] | |||
=== Imagination Technologies SDK === | |||
* [http://www.imgtec.com/powervr/insider/sdk/KhronosOpenGLES2xSGX.asp OpenGL-ES SDK] | |||
=== OpenGL variants === | |||
* OpenGL-1.0 has fixed shaders and fixed API to using them | |||
* OpenGL-2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility | |||
* OpenGL-ES1.0 is OpenGL-1.0 with lot of "syntactic sugar". extra redundant API's removed and fractional integer API added | |||
* OpenGL-ES2.0 is OpenGL-2.0 using programable shaders is mandatory, all old fixed pipeline API's removed | |||
=== Porting between openGL variants === | |||
* OpenGL-1.0 application works with OpenGL-2.0 but not opposite | |||
* OpenGL-1.0 application is possible to port to OpenGL-ES2.0 but needs work if it is using some of removed API's | |||
* OpenGL-2.0 application that uses programable shaders is possible to port OpenGL-ES2.0 but may need so me work | |||
* Porting OpenGL1.0 or OpenGL-ES1.0 applications to OpenGL-ES2.0 needs lot of rewrite to use programable shaders. | |||
Revision as of 12:56, 23 March 2009
OpenGL-ES
Maemo OpenGL-ES
Books about OpenGL-ES
Imagination Technologies SDK
OpenGL variants
- OpenGL-1.0 has fixed shaders and fixed API to using them
- OpenGL-2.0 adds programable shaders but fixed pipeline api is still there for backward compatibility
- OpenGL-ES1.0 is OpenGL-1.0 with lot of "syntactic sugar". extra redundant API's removed and fractional integer API added
- OpenGL-ES2.0 is OpenGL-2.0 using programable shaders is mandatory, all old fixed pipeline API's removed
Porting between openGL variants
- OpenGL-1.0 application works with OpenGL-2.0 but not opposite
- OpenGL-1.0 application is possible to port to OpenGL-ES2.0 but needs work if it is using some of removed API's
- OpenGL-2.0 application that uses programable shaders is possible to port OpenGL-ES2.0 but may need so me work
- Porting OpenGL1.0 or OpenGL-ES1.0 applications to OpenGL-ES2.0 needs lot of rewrite to use programable shaders.