3dfxzone.it
your source for 3dfx, hardware and gaming

About OpenGL ES 2.0 and OpenGL ES Shading Language

Share it on FacebookShare it on TwitterShare it on redditShare it on WhatsApp
02.08.2005 - About OpenGL ES 2.0 and OpenGL ES Shading Language
Full Title: OpenGL ES 2.0 and OpenGL ES Shading Language offer programmable 3D graphics for mobile devices


OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language. It is a streamlined API based on OpenGL ES 1.1 that has removed any fixed functionality that can be easily replaced by shader programs, to minimize the cost and power of advanced programmable graphics subsystems on mobile and embedded devices. The specification is available now. Graphics cores from Bitboys and PowerVR already support the standard.

OpenGL ES 2.0 at a glance

OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language. OpenGL ES 2.0 does not support the fixed function transformation and fragment pipeline of OpenGL ES 1.x.





News Source: OpenGL.org Press Release
Links


News seguente


Pagina successiva

Might be interesting to you


3dfxzone.it desktop version

Copyright 2024 - 3dfxzone.it - E' vietata la riproduzione del contenuto informativo e grafico. Note Legali. Privacy