Opengl es 2.0 line width glsl

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OpenGL ES 2.0 uses “100”, which is mostly equivalent to OpenGL’s “110”. Adding support for ES brings in even more more quirks: OpenGL ES 3.0 uses “300 es”, which is mostly equivalent to OpenGL’s “330”. GlUniformMatrix4fv(location, 1, GL_FALSE, t) ĭifferent GLSL version support is always a pain: rather than just extending the language, Khronos keeps making breaking changes to the standard. The other is to translate them, just for OpenGL ES 2.0: GLfloat *v =. One solution is to go column-major throughout your code. Unlike OpenGL ES 3.0, OpenGL ES 2.0 doesn’t support row-major matrixes, only column-major matrices: the 3rd argument in “glUniformMatrix” must be GL_FALSE. Even more unfortunately, 2.0 remains a very quirky implementation, and I’ve encountered various pitfalls in supporting both versions in the same application.

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Unfortunately, it’s not yet widely available, so you definitely want your mobile apps to be able to fallback to 2.0.

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OpenGL ES 3.0 is a terrific update to the standard that brings many important desktop OpenGL features to embedded devices.

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