OpenGL-ES: Difference between revisions

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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 wiki placeholder ==
== OpenGL-ES ==


Maemo OpenGL-ES documentation appears here soon
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.