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OpenGL and OpenGL ES are two completely different APIs with their own specs and implementations. Some versions do have an overlap in functionality in that you c
by badsectoracula 6y ago
OpenGL and OpenGL ES are two completely different APIs with their own specs and implementations. Some versions do have an overlap in functionality in that you can write code that can work with both with minimal (mainly shader) differences, but that's about it.
But IMO OpenGL ES 2.0 was pointless, the devices that were powerful enough to support it were also powerful enough to support the full OpenGL so Khronos should have pushed that instead of fragmenting the driver and API ecosystem.
- sharpneli 6y agoNo really. 4.3 made ES a true subset. As in you cannot write a spec conformant ES3.0+ software that would not run in GL4.3+ implementation. This was very intentional by Khronos so they could bring the two closer together. In ES2.0 days what you said would have been true, as ES2.0 had some annoying differences especially on shader side, but it’s been 8 years since 4.3 came out.
- jcelerier 6y ago> but it’s been 8 years since 4.3 came out. but macOS will never support anything past 4.1 so for cross-platform dev you cannot rely on that
- pjmlp 6y agoAnd yet OpenGL 3.3 is still what most would advise on GL forums regarding best market distribution on consumer hardware. Which is why it is the chosen version for GL on Vulkan and GL on DirectX ongoing projects.