8/10/2023 0 Comments Opengl es 2.0 accumulation bufferIt is roughly based on OpenGL 2.0, but it eliminates most of the fixed-function rendering pipeline in favor of a programmable one in a move similar to the transition from OpenGL 3.0 to 3.1. Control flow in shaders is generally limited to forward branching and to loops where the maximum number of iterations can easily be determined at compile time. Almost all rendering features of the transform and lighting stage, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1. Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension. OpenGL ES Extension #87 (different for 1.1) OpenGL ES Extension #23 (different for 1.1) The Khronos Group has written a document describing the differences between OpenGL ES 2.0 and ordinary OpenGL 2.0. OpenGL ES Extension #36, extended in ES 3.0 and 3.1 OpenGL ES Extension #35, extended in ES 3.0 and 3.1 OES_texture_float_linear OES_texture_half_float_linear The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL 4.3 provides full compatibility with OpenGL ES 3.0. New functionality in the OpenGL ES 3.0 specification includes: Version 3.0 is also the basis for WebGL 2.0.
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