Ok, I am at the point that my rendering engine needs a little pizzas, I have intended to use pixel GLSL ES 2.0 Shaders but I am not in position to try them (temporary problems with renewing my dev licence). Are they implented? Has anyone tried to use them?
Many thanks,
Ian
iphone startup code must be updated for this. let us add at the todo list.
You mean the GLES 2.0 init code ("[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]") Trucidare?
Cheers,
Ian
i mean the eagl init in case of which device is runing code and the function that compile shaders if you want some
So far I use EGL 1.1. The problem is, that the 2.0 (as far as I understand) works totally different.
The iOS platform could really do with an upadate Gernot, EGL 1.1 is getting pretty outdated, all though all iOS devices are back ward compatible with 1.1, the post 3Gs devices take a real performance and feature hit by not supporting the EGL 2.0.
Cheers,
Ian
Still pretty impressed it's been running great so far on the older version but if the newer version 2 can give it a good boost, I'd say go for it.
GLES 1.1 has a fixed-function rendering pipeline, while GLES 2.0 has a programmable one. Going from one to the other is no small task, in this I am very sympathetic with the work that Gernot has to do. On the other hand, supporting 2.0, will allow extended feature support for all the new Android tablets, iPads, sPods, uber phones etc... and produce better looking, faster, GLBasic games.