ufcheck.blogg.se

Opengl es 2.0 clamp
Opengl es 2.0 clamp








opengl es 2.0 clamp

  • rewrite your windowing and input system.
  • replace some calls to functions such as glClearColor() with calls such as glClearColorf().
  • replace glBegin()/ glEnd() with vertex arrays.
  • iOS), quite probably you'll have to do primarily these, and not much else:
  • When porting your desktop code for mobile (e.g.
  • Today's platforms probably don't use the Lite profile, so you probably don't have to worry about fixed-point decimals.
  • It's for Visual C++ under Windows I haven't tried it under Linux (no need since I was working on company PC).Ī small update to reflect my recent experiences with ES. While I was developing some small demos three years ago for a company, I've had success working with PowerVR's SDK. Additionally, they use macro f2vt() - meaning float to vertex type - which automagically converts the argument from float to the correct data type. This is meant to replace call to glClearColorf(). See how you might solve this problem in Trolltech's example (specifically the qtwidget.cpp file it's Qt example, but still.).

    opengl es 2.0 clamp

    In other words, even simple code might be unportable if it uses floats (you'd have to replace calls to gl*f() functions with calls to gl*x() functions. Instead you get fixed point functions think 32-bit integers where first 16 bits mean digits before decimal point, and the following 16 bits mean digits after the decimal point. ) Vertex arrays are the main way of sending stuff into the pipeline.Īdditionally, it depends on what profile you are targetting: at least in the Lite profile, ES does not need to implement floating point functions.

    opengl es 2.0 clamp

    ES does not implement immediate mode functions ( glBegin()/ glEnd(), glVertex*(). No, targeting OpenGL for desktop does not equal targeting OpenGL ES, because ES is a subset. It's been about three years since I was last doing any ES work, so I may be out of date or simply remembering some stuff incorrectly.










    Opengl es 2.0 clamp