Chapter 4
Efficient Graphics and Portability with OpenGL ES
In this chapter, you will learn about portability or multiplatform support in today’s mobile graphics development and also how to use the most common features of Open GL ES version 3.1. This is the latest version of OpenGL ES when this manuscript was written and fully supported by the Android SDK version 5.0.1 used in this book.
Today’s organizations have vast amounts of code created for OpenGL on the PC, which is not compatible with OpenGL ES for mobile devices. The investment can be significant; some game engines can easily cost millions to develop and take many years of continuous R&D work. So it is only logical that companies want to leverage that code in mobile platforms. In ...
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