Hi

Thanks for all your replies. Really interesting reading them. Yes, OpenGL 2 
is definitely more complicated than OpenGL 1.1 but I suppose that 
complexity is required (and maybe a small price to pay) for the amount of 
control it gives you over the rendering pipeline. I definitely wouldn't go 
back to 1.1 and much prefer it. I will have a play around and see what I 
can come up with. Thanks again!

Steve

On Friday, February 15, 2013 5:27:45 PM UTC, Nobu Games wrote:
>
> You make little sense here. reaktor says that OpenGL ES 2 is more 
> complicated. You contradict him by saying "it does not clearly simplify 
> anything". So basically you both are on the same page.
>
> OpenGL ES 2 does not just add features. It also takes them away. There is 
> no transformation matrix stack anymore. And having the overhead of creating 
> multiple scripts in an additional language just for rendering stuff that 
> could be done in a pretty much straightforward manner in OpenGL 1 is... 
> well... more complicated.
>
>
> On Friday, February 15, 2013 10:54:53 AM UTC-6, bob wrote:
>>
>> *"Surely it should be easier under OpenGL 2 and not more complicated."*
>>
>> I don't think everyone would agree with that, including me.
>>
>> OpenGL 2 adds features, but it does not clearly simplify anything.
>>
>>
>>
>>
>>
>> On Friday, February 15, 2013 6:50:27 AM UTC-6, reaktor24 wrote:
>>>
>>> Hi. I am reading the book by Mario Zechner and am on Chapter 8 which 
>>> discusses Sprite Batching. It is relatively straight forward when dealing 
>>> with OpenGL 1.1 but I am trying to write the code using shaders and OpenGL 
>>> 2. I am quite confused though as the matrix needs to be updated for the 
>>> positions and sent to the shader but his code doesn't deal with shaders and 
>>> I am not getting anything appearing on the screen. Something isn't right. I 
>>> read on this page that you should send an array of matrices to the shader 
>>> at each update:
>>>  
>>> http://antonholmquist.com/blog/sprite-batching-opengl-es-2-0/
>>>  
>>> But this means you can only send a maximum of 24 sprite positions with 
>>> each update. That isn't good enough. Mario's code is sending 100 sprites 
>>> every frame, not 24. Surely it should be easier under OpenGL 2 and not more 
>>> complicated. Anyone got any advice?
>>>  
>>> Steve
>>>
>>

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