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For OpenGL ES 2.0
For OpenGL ES 2.0










Still, there seems to be a large chunk of them (36% at the time of this writing) that only support OpenGL ES 2.0. On Android, it is supported in most of the mobile devices in the market. OpenGL ES 3.0 works, nowadays, in all versions of iOS. Yet, in reality, many things did not go as expected. OpenGL ES 3 provided sufficient functionality to implement most modern rendering features and have something that looks really good (as you can see in all the images and videos we posted). Single codebase for everything is like a dream come true for writing an engine. This sounds really good in theory and we could say it almost works. The rationale for the OpenGL ES 3 renderer was having a single codebase for targeting all platforms:

For OpenGL ES 2.0

See About Godot 4, Vulkan, GLES3 and GLES2 for up-to-date information about the planned rendering backends transition. We are not abandoning the current OpenGL ES 3.0 backend right now: as outlined in the post, we will start working on a Vulkan backend, which will eventually coexist with the OpenGL ES 2.0 and 3.0 backends - and eventually we might deprecate the OpenGL ES 3.0 backend if Vulkan cuts it.Įdit 2: This article is now outdated. Edit: Changed post title for clarity (previously Abandoning OpenGL ES 3.0 for Vulkan (and ES 2.0)).












For OpenGL ES 2.0