By now, you should be familiar with the details of OpenGL ES 2.0 and EGL 1.3. In the final chapter, we divert ourselves a bit from the details of the APIs to talk about programming with OpenGL ES 2.0 and EGL in the real world. There are a diverse set of handheld platforms in the market that pose some interesting issues and challenges when developing applications for OpenGL ES 2.0. Here, we seek to cover some of those issues by discussing these handheld platform issues:
Platform-specific shader binaries.
Knowing OpenGL ES 2.0 and EGL 1.3 is a critical step to writing games and applications for handheld platforms. However, a ...