OpenGL ES for General Applications
Nearly a decade ago, OpenGL evolution changed dramatically from a configurable fixed-function pipeline (OpenGL 1.x and OpenGL ES 1.1) to a programmable shading pipeline (OpenGL 2.x and OpenGL ES 2.0), and applications quickly embraced this revolution.
With iPhone 3GS supporting OpenGL ES 2.0, this session will look at three major areas of programmable shading.
- Adapting (and optimizing!) existing fixed function applications to programmable shaders.
- Porting shaders from OpenGL 2.x to OpenGL ES 2.0 (and coincidently, OpenGL 3.x!).
- Examining techniques for providing shader “fallbacks” to an equivalent OpenGL ES 1.1 fixed-function method, enabling an application to also run on iPod Touch and iPhones prior to the iPhone 3GS.