![]() ![]() ![]() GMA 950 does support programmable shaders, in D3D via HLSL/Shader Model 2.0 and in GL via GL_ARB_vertex_program and GL_ARB_fragment_program. I suppose this disallows some of the other matrix fun too (in favor of having to wrap your head around some complicated calculations.) And I guess OpenGL ES 2.0 hates quads. having to calculate your own matrix as Spike has described how it works. *sniff* I understand the advantage of the "fixed function pipeline stuff" but I kinda have always liked the ability to use glPushMatrix to offset from the "camera" and then draw something and use glPopMatrix to restore everything back to how it was. OpenGL ES 2.0 does not support any of the "immediate" functions like glPopMatrix and you don't use glRotatef or glScalef or glTranslatef apparently. And just by that thought you can tell I haven't poked around at that part of DarkPlaces or FTE or even Qrack for that matter or anything else that uses vertex arrays.) how would, say, Quake animation interpolation look in that. OpenGL ES 1.1 does not support glBegin or glEnd or any of the "manual" vertex stuff or glTexCoord2f type of stuff. Official References for OpenGL ES 1.1 and OpenGL ES 2.0: the PS3 which isn't really a mobile device) and almost all the popular mobile devices currently sold (as opposed to a couple of years old) support OpenGL ES 2.0. even other portable devices stuff like the Pandora and well. Almost all mobile devices support OpenGL ES 1.1 (name a phone and it supports OpenGL 1.1.
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