In OpenGL ES 2.0, those restrictions are gone, and you’re now allowed to do a whole variety of things in the graphics pipeline that you couldn’t do before.īut with great power comes great responsibility – if you use 2.0, you are completely responsible for defining some critical aspects of the pipeline by providing two “shaders,” each of which is a small (or not-so-small) program in and of itself. By having a fixed pipeline, the graphics drivers and the GPU could be made much simpler, which is (or was) appropriate for the lower-cost GPU’s in mobile devices. As many of you may know, the biggest difference between OpenGL ES 1.x and 2.0 is the “programmable pipeline.” In 1.x, the methods via which shading was performed was pre-determined – you provided various high-level information like light positions, etc., and the graphics engine took over from there. I’ve done work with OpenGL ES 1.1 before, there are significant changes in 2.0. I recently started re-educating myself on OpenGL ES 2.0 in anticipation for a project I’m planning. Don’t get me wrong – writing, say, a stored procedure for a database is perfectly respectable and responsible work, but there’s nothing like colored pixels on the screen to make me say “Woo-hoo!”
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