If you really want to compare the versions, then OpenGL ES 2.0 can be compared with (is a subset of) OpenGL 4.3 and OpenGL ES 3.0 can be compared with (is a subset of) OpenGL 4.5. OpenGL and OpenGL ES are two different things, the versions can not be compared. Simply setting eG元0 to true will not be better for your game. In which case (if you need to use GLES3 functionality) you will need to take care of compatibility, even at places where you don't need that functionality. You should not set the eG元0 member to true, unless you have an actual need to use OpenGL ES 3.0 functionality. You want to set the eG元0 member to false, regardless the platform (desktop or android). The other answer is very extensive but unfortunately not correct at some parts.
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