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 >>> >> -- -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en --- You received this message because you are subscribed to the Google Groups "Android Developers" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/groups/opt_out.

