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Transitioning from OpenGL ES 1.1 to OpenGL ES 2.0

Asked 2011-05-03T07:09:35.647
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It's been a while since iPhone 3GS came out, and now there might be enough market share of OpenGL ES 2.0 supporting devices to warrant developing in it.

But the situation is a lot of developers probably already have huge code bases in OpenGL ES 1.1

How does one transitionf rom ES 1.1 to ES 2.0? I suppose the matrices need to be taken care of, as well as stuff like GL_FOG, GL_CULL maybe?

Is it possible to write "substitutes" for these functions, e.g your own glTranslatef, glPushmatrix etc? Will this mean performance hit?

What other considerations are there for transitioning to ES 2.0? What advantages and disadvantages (besides the obvious device support issue) comes with using either of these?

Looking at the amount of es 2.0 tags compared to standard es tags in stackoverflow, it looks like it's not the time for 2.0 yet though.

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2 Answers

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If you have existing projects, I wouldn't recommend moving to 2.0, considering the effort required is very likely more than it'd be worth. That said, for any new projects, there's no reason to even bother to consider 1.1 anymore in my opinion. Most of the devices that have been sold are 3GS' or 4s, both of which are more than capable of handling 2.0.

answered 2011-05-03T07:13:05.943
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OpenGL ES 2.0 has a few common things with OpenGL ES 1.1 (in rendering i mean). For each rendering you'll need a shader. For example, FOG also is created with shader. But you will have more power.

+1 to @jer his answer

answered 2011-05-03T07:21:55.350

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