Open GL ES 1.1 and 2.0

This is an old ar­ti­cle from 2013. I was a kid. I learned a lot since then, so please do think twice when tak­ing ad­vice from me as a kid.

I re­cent­ly stared mess­ing around with the sim­ple sam­ple app from the We­bOS pdk a bit, try­ing to draw with ver­tex buf­fers and so on. I had a few prob­lems, since the sam­ple app used Open GL ES 2.0, which ba­si­cal­ly means you have to do ev­ery­thing your­self (Doesn’t even pro­vide a glTrans­late() func­tion).

While this leaves a lot of cus­tomiza­tion pos­si­bil­i­ties for de­vel­op­ers, for me, hav­ing nev­er used VBOs be­fore (yeah, the Quadengine project still used dis­play lists), it was just con­fus­ing.

In the end I fig­ured out, that I can ac­tu­al­ly use the Open GL ES 1.1 in­stead, so let’s see where I get with that.

I might want to go back though at some time, since it was ac­tu­al­ly pret­ty in­ter­est­ing hav­ing to fig­ure out, how get the func­tion­al­i­ty GL usu­al­ly pro­vides, but for now, I’m fine with GL ES 1.1.

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