GP2X_Coder said:Does anyone know if the pandora will be OpenGL 2.0 or OpenGL ES 2.0 I would like to know so I can start porting over my Direct3d programs to the correct format.
- PowerVR SGX OpenGL ES 2.0 compliant 3D hardware
That's why you would use OpenGL ES 1.1 for porting those games. But if you want to use shaders, you really should go all the way and use OpenGL ES 2.0.deathterrapin said:The lack of fixed function pipeline in OpenGL ES 2.0 is extremely significant, it means porting old games that use the fixed pipeline like quake1/2/3 will be much more work to port.
Use the PowerVR OpenGL ES 2.0 PC Emulation SDK:PokeParadox said:Hmmm, I'm not entirely sure I follow that logic...
Anyways, anyone know about getting a nice oGL ES 2.0 dev environment going in Linux? :/
Can only find a windows oGL ES 2.0 emulator by ATI/AMD...
Has there been any indication that ES 1.1 will be available though? If TI/PowerVR were going to go to the trouble of replicating fixed pipline functionality in shaders to make es 1.1 work, then they might as well provide full OpenGL support.Xmas said:That's why you would use OpenGL ES 1.1 for porting those games
deathterrapin said:Has there been any indication that ES 1.1 will be available though? If TI/PowerVR were going to go to the trouble of replicating fixed pipline functionality in shaders to make es 1.1 work, then they might as well provide full OpenGL support.
There are ES 1.1 drivers for OMAP3430. This is pretty much a market requirement, especially given that the market share of OpenGL ES 2.0 at the moment is 0.
Full OpenGL is much bigger implementation burden than OpenGL ES 1.1 and 2.0 together. That's the main reason why ES exists at all.
The PowerVR SDKs come with OpenGL ES wrapper libraries (OpenGL ES 1.1 and 2.0 on desktop OpenGL on Linux and Windows). You can simply write OpenGL ES applications on your PC.dockthepod said:Yes, but is there a way to do cross platform coding? I can only find some devkits for opengl es, no native drivers or any sort. I don't know how different the API is from opengl, but maybe it is close enough to use the same code paths?