![]() ![]() OpenGL does't give you these features internally- it merely exposes that functionality to the programmer if the hardware has it. Some phones are capable of higher pixel fill rates than others, some hardware is capable of drawing to multiple frame buffer objects (a more advanced feature) and some aren't. That said, the limitations of OpenGL and OpenGL ES ultimately come from the hardware you use. OpenGL ES is a more condensed version of OpenGL.Īs stated by wolfgang, OpenGL ES 2.0 requires that you use shaders because fixed function pipelines are becoming deprecated and left to older, slower hardware. Shaders are something that you don't need to get into right away if you're a beginner in programming graphics, but it's a good idea to pick it up soon. ![]() I am not too experienced with the OpenGL ES but for mobile platforms and other more restrictive hardware, it is acceptable not use shader and simply use the fixed function pipeline. There are also general purpose GPU (GPGPU) programs that don't necessarily take 3D data for input but those are on a different scope of programming. The OpenGL shading language, also known as 'opengl orange book', is designed to handle shaders. OpenGL ES 2.0 Shader and 3D Model Support. In game programming they usually take in input from the CPU in the form of buffer data that represents the 3D geometry in your games. Exporting as an Android application will create an Android package that is suitable for use on Android devices. ![]() What shaders are, essentially, are programs built for and executed by the GPU. ![]()
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