Full Title: OpenGL ES 2.0 and OpenGL ES Shading Language offer programmable 3D graphics for mobile devices
OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and
emphasizes a programmable 3D graphics pipeline with the ability to
create shader and program objects and the ability to write vertex and
fragment shaders in the OpenGL ES Shading Language. It is a streamlined
API based on OpenGL ES 1.1 that has removed any fixed functionality
that can be easily replaced by shader programs, to minimize the cost
and power of advanced programmable graphics subsystems on mobile and
embedded devices. The specification is available now. Graphics cores
from Bitboys and PowerVR already support the standard.
OpenGL ES 2.0 at a glance
OpenGL ES 2.0 is defined relative to the
OpenGL 2.0 specification
and emphasizes a programmable 3D graphics pipeline with the ability to
create shader and program objects and the ability to write vertex and
fragment shaders in the OpenGL ES Shading Language. OpenGL ES 2.0 does
not support the fixed function transformation and fragment pipeline of
OpenGL ES 1.x.
News Source: OpenGL.org Press Release
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