This is all you need to know to use OpenGL on the Pandora. There we go! That's not much harder than SDL blit is it? I guarantee it will make your app run a whole bunch faster too :D We disable the texture coordinate array just like we did with the vertex array. GlDisableClientState ( GL_TEXTURE_COORD_ARRAY ) These changes are being made to the OpenGL core profile, too, so you're losing all of this stuff soon enough. What you're learning here isn't just for the Pandora, you should use these new methods in your Windows/Linux code. I'll cover how to do that in a later tutorial. OpenGL ES compared to classic OpenGL leaves you with only a handful of functions, where you have to do all of the matrix math on your own, which can be really hard if you're not good at maths. The main difference with ES 2.0 is the lack of the fixed function pipeline, which has been replaced by freely programmable GLSL shaders. The Pandora supports OpenGL ES 1.0 as well as ES 2.0. They do this, because a lot of those functions are plain rubbish for any high-end application. Unfortunately OpenGL ES takes away many of the functions that beginner programmers use. 8 Example on how to use GLES2 with SDL2 on the Pandora.5 Combining GLES 1.1 and SDL to make a window on the pandora.
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