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Tag Archive for opengl

OpenGL’s relationship to OpenGL ES (3.0)

I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.

OpenGL’s relationship to OpenGL ES (3.0)

I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.

OpenGL’s relationship to OpenGL ES (3.0)

I’m beginning my journey into graphics programming and want to learn OpenGL. Because I’m green to graphics programming but not to C and C++, a familiar question came up when I looked at OpenGL and ES… Is OpenGL a superset of OpenGL ES? I read in an ES 3.0 guide that it uses shader-based implementations that exist as part of OpenGL’s embedded libraries, and that ES avoids using similar/redundant libraries provided by big ‘ol OpenGL due to mobile hardware limitations… Are shader-based implementations which are a huge part of OpenGL ES less efficient solutions when programming on the desktop? OR should I look at the two APIs as different beasts altogether? thx in advance.

OpenGL, multithreading, and throwing destructors

How do you make an class that properly warns a developer in the future that they’ve made a mistake somewhere in their implementation that resulted in an object that gets deconstructed in a state that prevents the release of it’s resources?