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Open
standards API from the Khronos Group
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So how
does OpenGL-ES differ form OpenGL?
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•OpenGL-ES 1.0 is that OpenGL-ES 1.0 is
basically OpenGL 1.3 minus some stuff.
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•“Classic”
Immediate mode – not really a high performance model so not really missed
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•Display lists
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•Rarely used features like: evaluators and
selection
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•Some useful stuff: texture coordinate
generation and cube environment maps
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•ES adds some things that are useful to embedded
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•Fixed-point and byte- type entry points (useful in minimizing conversions)
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OpenGL-ES
is not significantly different than standard OpenGL
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•If you are an OpenGL developer, the initial
transition to OpenGL-ES should not be too difficult.
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•The challenge is in maximizing performance.
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