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About OpenGL ES 2.0 and OpenGL ES Shading Language
a cura di Giacomo Usiello | pubblicato il 2 agosto 2005
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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.





Source: OpenGL.org Press Release
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