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2010-07-28
, 11:20
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Posts: 635 |
Thanked: 282 times |
Joined on Sep 2009
@ Black Mesa Research Facility
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#12
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2010-07-28
, 13:56
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Posts: 10 |
Thanked: 0 times |
Joined on Jun 2010
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#13
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2010-07-28
, 16:57
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Posts: 106 |
Thanked: 38 times |
Joined on May 2010
@ Bucharest
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#14
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2010-07-28
, 17:04
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Posts: 2,351 |
Thanked: 5,243 times |
Joined on Jan 2009
@ Barcelona
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#15
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ok nowwww i think i understand. so a game written in GL would translate to GL ES, but only for the limited feature set that GL ES offers. everything else would need to be rewritten.
| The Following User Says Thank You to javispedro For This Useful Post: | ||
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2010-07-28
, 17:36
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Posts: 619 |
Thanked: 100 times |
Joined on Jan 2010
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#16
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2010-07-28
, 18:42
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Posts: 2,351 |
Thanked: 5,243 times |
Joined on Jan 2009
@ Barcelona
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#17
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2010-07-28
, 19:20
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Posts: 2,427 |
Thanked: 2,986 times |
Joined on Dec 2007
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#18
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COGL is a low level OpenGL abstraction library developed for (and part of) Clutter. It is used primarily by Clutter to provide a common rendering API that works transparently across OpenGL >=1.4, OpenGL ES 1.1 and OpenGL ES 2.0.
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2010-07-29
, 14:25
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Posts: 1,716 |
Thanked: 3,007 times |
Joined on Dec 2009
@ Warsaw, Poland
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#19
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This means that developers who will use the OpenGL 4 engine can code now mobile applications (including N900) without using extra libs for converting the API into a mobile API.
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2010-07-29
, 14:42
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Posts: 1,062 |
Thanked: 961 times |
Joined on May 2010
@ Boston, MA
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#20
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Want to browse streamlined versions of websites automatically when in 2g? Vote for this brainstorm.
Sick of your cell signal not reconnecting after coming out of a bad signal area? Vote for this bug.