DNESS / cocos2d-iphone

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OpenGL ES 2.0 based #413

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
In Iphone OS 3.0 you can use OpenGL 2.0.
I do not know the differences between OpenGL ES 1.1 and OpenGL ES 2.0, but I 
think that has better 
performance.

http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/Ope
nGLES_Pro
grammingGuide/Introduction/Introduction.html

Original issue reported on code.google.com by manu.valladolid on 20 Jun 2009 at 11:09

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago

Original comment by ricardoq...@gmail.com on 30 Jun 2009 at 3:29

GoogleCodeExporter commented 9 years ago
The opengl ES 2.0 is only availble in the 3Gs, and sice cocos2d is a 2d engine I
don't see much advantage in using the 2.0 and leaving lots of older devices 
unsupported.

Original comment by vvec...@gmail.com on 29 Oct 2009 at 1:29

GoogleCodeExporter commented 9 years ago
The advantage to supporting openGL ES 2.0 is that you can do lots of cool 
effects with 
shaders.  True for 2D games too.  For example, the demo Apple shows is a simple 
game 
of pong, but the background is a shader-driven fluid dynamics simulation that 
is 
impacted by the motion of the ball and the paddles.

Original comment by nsxda...@gmail.com on 19 Dec 2009 at 7:56

GoogleCodeExporter commented 9 years ago
@nsxdavid
where is this demo?

Original comment by manu.valladolid on 20 Dec 2009 at 12:56

GoogleCodeExporter commented 9 years ago
I think support for ES 1.1 can't be dropped: too much iPod Touch users with 
iPhone OS
2.x out of there.

Original comment by daniele.benegiamo@gmail.com on 30 Dec 2009 at 1:01

GoogleCodeExporter commented 9 years ago
The docs say the new hardware implements __both__ 1.1 and 2.0.

http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/Ope
nGLES_Programming
Guide/OpenGLESPlatforms/OpenGLESPlatforms.html#//apple_ref/doc/uid/TP40008793-CH
106-SW2

Note, on the following page it states you should _not_ restrict to 2.0 only, 
and instead support __both__ if 2.0 
is used:

http://developer.apple.com/iphone/library/documentation/3DDrawing/Conceptual/Ope
nGLES_Programming
Guide/DeterminingOpenGLESCapabilities/DeterminingOpenGLESCapabilities.html

So this discussion is a non-issue...the guidelines are there to write the code, 
and for all to be happy.  Happy 
New Year. :-)

Original comment by donmorri...@gmail.com on 6 Jan 2010 at 10:29

GoogleCodeExporter commented 9 years ago
[deleted comment]
GoogleCodeExporter commented 9 years ago
Sorry, the forum chopped up those URLs.  There is no whitespace between lines.

Original comment by donmorri...@gmail.com on 6 Jan 2010 at 10:33

GoogleCodeExporter commented 9 years ago
Hi Riq, any predictions on ES 2.0 shaders?  For mesh-based (non-sprite) game 
elements, they really make a huge difference.

Original comment by donmorri...@gmail.com on 23 Dec 2010 at 2:54

GoogleCodeExporter commented 9 years ago
GL ES 2.0 is scheduled after cocos2d 1.0.
Perhaps 4 or 5 months after cocos2d 1.0 is released.

Original comment by ricardoq...@gmail.com on 23 Dec 2010 at 1:02

GoogleCodeExporter commented 9 years ago
80% of cocos2d is working OK with shaders. See the "gles20" branch:
https://github.com/cocos2d/cocos2d-iphone/tree/gles20

Original comment by ricardoq...@gmail.com on 12 Mar 2011 at 3:01

GoogleCodeExporter commented 9 years ago

Original comment by ricardoq...@gmail.com on 17 Mar 2011 at 7:03