Chapter 4

Efficient Graphics and Portability with OpenGL ES 2.0

In this chapter, you will tackle two critical subjects in today’s mobile graphics development: portability or multiplatform support and the new features of Open GL ES 2.0.

  • Portability or multiplatform support: Today’s organizations have vast amounts of code created for OpenGL on the PC, which is not compatible with OpenGL ES for mobile devices. The investment can be significant; some game engines can easily cost millions to develop and take many years of continuous R&D work. So it is only logical that companies want to leverage that code in mobile platforms. In the first part of this chapter you will learn some of the challenges of reusing the OpenGL code built for the PC in your ...

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