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I wasn't. I can understand getting rid of immediate mode; as jwz demonstrated it's not that hard to rewrite glBegin/glVertex code to use vertex buffers. But 2.0
by orangecat 14y ago
I wasn't. I can understand getting rid of immediate mode; as jwz demonstrated it's not that hard to rewrite glBegin/glVertex code to use vertex buffers. But 2.0 has an absurdly steep learning curve if this tutorial is accurate: http://developer.android.com/resources/tutorials/opengl/opengl-es20.html http://developer.android.com/resources/tutorials/opengl/open.... Multiple custom shaders to draw a single triangle, really?
- TazeTSchnitzel 14y agoThe first hurdle is a little steep, yes. You need a shader to project your points, and a shader to texture your triangles. But once you have those, it can scale to far more triangles. Thing is without shaders it's still fixed-function, wich is bad.