![]() ![]() Meaning, progress has to begin somewhere. Whereas compatibility can be a concern (and I don't have an overview over the current stand of ES-devices), on the other hand if using desktop GL you wouldn't artificially limit yourself to GL 1.1 only features, just to support 15 to 20 year old graphics cards. Note: Be careful not to mix OpenGL ES 1.x API calls with OpenGL ES 2. This means any compatibility profile functionality will generally not be. For more information about versions of OpenGL ES, see the OpenGL developer guide. RenderDoc only supports the core profile of OpenGL - from 3.2 up to 4.6 inclusive. And it is the way to do hardware-accelerated real-time graphics today (and tomorrow). The example code in this class uses the OpenGL ES 2.0 APIs, which is the recommended API version to use with current Android devices. The OpenGL ES framework ( amework) in iOS provides implementations of versions 1.1, 2.0, and 3.0 of the OpenGL ES specification. Though you may not need the flexibility of shaders at first, it is extremely valueable once you managed the basics. OpenGL ES provides a C-based interface for hardware-accelerated 2D and 3D graphics rendering. Whereas stephelton is correct in that the old ES 1 API is easier to understand for beginners and it is easier to achieve simple things without understanding the whole API (and it prevents you from becoming one of those guys using shaders without understanding what they're doing), I nevertheless would advise you to start with the modern way of doing real-time graphics right away. I don't have any experience with ES, but the general question is always the same: Old and deprecated fixed-function versus a modern shader-centric approach. ![]()
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