opengl 3.02.0

The Standard for Embedded Accelerated 3D Graphics
OpenGL(R) ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. It consists of well-defined subsets of desktop OpenGL, creating a flexible and powerful low-level interface between software and graphics acceleration. OpenGL ES includes profiles for floating-point and fixed-point systems and the EGL(TM) specification for portably binding to native windowing systems. OpenGL ES 1.X is for fixed function hardware and offers acceleration, image quality and performance. OpenGL ES 2.X enables full programmable 3D graphics. OpenGL SC is tuned for the safety critical market.
OpenGL ES API Profiles and Versions at a Glance
OpenGL ES 3.2
The OpenGL ES 3.2
The OpenGL ES 3.2
The OpenGL ES 3.2
OpenGL ES 3.1
The OpenGL ES 3.1
The OpenGL ES 3.1
The OpenGL ES 3.1
The OpenGL ES
OpenGL ES 2.X - for Programmable Hardware
For programmable hardware: OpenGL ES 2.0 is defined relative to the
and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language. OpenGL ES 2.0 does not support the fixed function transformation and fragment pipeline of OpenGL ES 1.x.
OpenGL ES 1.X
For fixed function hardware: OpenGL ES 1.1 is defined relative to the
and emphasizes hardware acceleration of the API, but is fully backwards compatible with 1.0. It provides enhanced functionality, improved image quality and optimizations to increase performance while reducing memory bandwidth usage to save power. The OpenGL ES 1.1 Extension Pack is a collection of optional extensions added to OpenGL ES 1.1 that reduced variability and bring significant improvements in image quality and performance.
OpenGL ES Roadmap
The most widely deployed 3D graphics API in history
Industry will ship &1.7 billion OpenGL ES-enabled devices in 2015
Implementers of OpenGL ES
Socionext, Inc.IntelImagination TechnologiesApple, Inc.Broadcom CorporationNVIDIA CorporationQUALCOMMDigital Media ProfessionalsMediaTek IncVivante CorporationARM LimitedTakumi CorporationMarvellPanasonicSony Computer Entertainment Inc.Fujitsu LimitedITRICreative Technology LtdNOKIA OYJGoogle, Inc.HISILICON TECHNOLOGIES CO.,LTD.NexusChips Co., Ltd.Creative LabsAMDSony Ericsson Mobile Communications ABSamsung ElectronicsHUONE/MTISPanasonic / Matsushita ElectricHI CorporationYAPPA CorporationOpenGL ES 2.0 and glPushMatrix, glPopMatrix - Stack Overflow
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Does OpenGL ES 2.0 still support glPushMatrix and glPopMatrix?
I'm currently using these in the following way:
glPushMatrix();
glTranslatef(xLoc, yLoc, 0);
[myTexturePointer drawAtPoint:CGPointZero];
glPopMatrix();
I'm asking because I've read a few things about 2.0 "removing the matrix stack from the spec".
Since I'm relatively new to OpenGL I'm not sure where to find a definitive answer.
10.8k2990144
Nope, OpenGL ES 2.0 uses a programmable pipeline instead of the fixed function pipeline found in earlier versions. You can't use immediate mode commands (glVertex, glNormal, etc) or the matrix stack. You should implement your own matrix stack data structure instead (which is preferable anyway because the fixed function matrix stack had implementation dependent depth) and send the current matrix to shader programs.
For a good introduction to modern OpenGL check out these . They are based on OpenGL 2.0 but the concepts will map directly to the ES 2.0 spec.
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