[SDL] Surface vs Texture - optimal usage
T. Joseph Carter
tjcarter at spiritsubstance.com
Tue Oct 15 08:03:02 PDT 2013
Apparently I was wrong. I'd considered that OpenGL ES was a proper
subset of the desktop OpenGL. Apparently that's not true without a
few #ifdef's. And thought OpenGL ES v2 is closer to OpenGL 2.1, you
wind up needing OpenGL 3.x for shader compatibility.
Suddenly why there are three variants makes sense. :) Luckily on my
end I can test all three under Linux because VMWare accelerates Mesa
well enough. :) If you're on Linux and using a binary video driver
you probably can't. :(
On Tue, Oct 15, 2013 at 04:40:50PM +0300, neoaggelos at gmail.com wrote:
>There are three OpenGL backends because of the three major OpenGL 'versions': desktop OpenGL, OpenGL ES and OpenGL ES 2.
>Currently, I strongly believe that none of those should be removed.
>- Desktop OpenGL is required for desktop systems.
>- OpenGL ES 2 is the standard backend for Android and iOS.
>- OpenGL ES exists to support older hardware, which do not support OpenGL ES 2. And yes, the transition from GL ES1 to GL ES2 is impossible for older hardware. If you search the internet, you will see that both are used actively (okay, OpenGL ES 2 is getting more and more popular, but you get the point).
>For the next two or three years, keeping OpenGL ES 1 is required to be compatible with an audience as wide as possible. If it were removed, then, amongst other things, the minimum supported iOS version would become 5.0, completely dropping support for pre-Lion systems.
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