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How much of this would be applicable to OpenGL ES programming?
by glhaynes 16y ago
How much of this would be applicable to OpenGL ES programming?
- jameskilton 16y agoI've only glanced at it so far but if you're using ES 2.0 then it would be a big help as ES 2.0 has no fixed function pipeline so everything is done in shaders. The only real difference IIRC between OGL 3.0 and ES 2.0 is the unavailability of many extensions OGL users are familiar with.
- extension 16y agoThe book appears to stay within the GLES2 subset of the API. It doesn't use the matrix stack, fixed attributes, stock lighting, nothing. It's all shaders. That's probably not an accident. As you learn things, just check the reference to make sure GLES2 supports them: http://www.khronos.org/opengles/sdk/docs/man/ http://www.khronos.org/opengles/sdk/docs/man/ If you're stuck with GLES1.x then the book is useless to you.