OpenGL ES 1.0 or 2.0

Recently I want to learn OpenGL ES. But I do not know which version I should study. I tried OpenGL ES 2.0. You must implement many of the features that are built into OpenGL ES 1.0. Programmable piping is a problem even though it is powerful.

OpenGL ES 2.0 is used in cocos2d 2.0. Which version is widely used? Whom should I know.

I am an iOS developer.

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As an iOS developer, you should probably allow yourself not to worry about devices running OS versions prior to iOS 5, which means that you can really use Apple GLKit to provide all the features listed in 1.1 but removed from 2.0. Sales of iOS devices continue to grow exponentially, and iOS 5 is available for devices from 3GS and therefore by the time you reach speed, you will lose very little in terms of potential audience.

GLKit supplies:

  • as many matrix packets as you want (plus quaternions)
  • ready-made shaders that fit most of the effects of the fixed functionality of ES 1.1.
  • standard bindings between OpenGL and UIKit (so you no longer need to write your own UIView subclass for OpenGL)
  • pre-loaded code to load textures, synchronously and asynchronously

Apple GLKit ( "" ). iOS 5 GLKit , , .

Apple , -, ES 1.1, , ES 2.0 , , . , Apple, ES 2.0 + GLKit .

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