It's a ball.
Nope, I don'tLimestraël said:Well you say it handles all the OpenGL 1.1 specification?
Pickle only implemented enough for Quake 2/3, no more.
Announcement post (With old, broken quotes ):Limestraël said:Do you have a link towards Pickle's explanations?
http://www.gp32x.de/board/index.php?/topic/46958-quake2-nanogl/page__hl__pickle opengl wrapper
Couldn't find anything better ATM.
OpenGLES is a subset of OpenGL 2.0 so yes, it is possible to write OpenGL code that can be compiled as OpenGLESAnother question about OpenGL ES: is it simply OpenGL without some functions (such as glBegin/glEnd) or have the other functions changed? What I mean is, if I make an SDL/OpenGL app which uses only vertex arrays and stuff that OpenGLES can cope with, can I directly compile it with OpenGLES or will I have to alter my code?
Second question - sorry -: Is it true OpenGL ES 2.0 doesn't computes itself all the matrix math (translate, rotate...), and that next OpenGL specifications are gonna do so?
OpenGLES 2.0 has no fixed pipeline and requires you to do all your matrix math yourself, yes. The same is true for OpenGL 3.0; shaders are the future of 3D technology.
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