how many GL11 features we can use in android sdk 1.6 ?

Tutorials concerning the OpenGL® ES cross-platform API for full-function 2D and 3D graphics on the Google-Android platform.

how many GL11 features we can use in android sdk 1.6 ?

Postby lemondev » Thu Oct 22, 2009 2:43 am

google suggests not use GL11 in android ,but days ago , i find a application using GL11 , it invoke glBindBuffer and glBufferData to use VBO. so how many other GL11 features we can use ?
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Postby Beowolve » Thu Oct 22, 2009 11:59 am

Where does google suggest this?
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Postby Skywhy » Thu Oct 22, 2009 11:55 pm

I'm guessing you are on pretty uncharted territory since if Google suggests that you shouldn't use the GL11 functions just yet since they are not fully implemented and might break on some devices, which is a bit of a pain but if you are ready to ride through that fire then why not. I guess the best way is to find out by trying? Which is naturally horrible to blindly try out things.

But yeah, my general advice would be to stay away from them from a while if nobody gives you a good list and details on how and with what the new functions work. Personally I'm such a coward that I want to wait a bit more to be sure of full support and thumbs up from Google.
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