I am wondering what the difference (if any) there is in OpenGl ES for Android and OpenGl ES for iOS
OpenGLES API for Android have many unsported API and any problems. For instance, glColorub, glPointParameterfv, point sprite OES(Extension) APIs, and so on. And, Xpreia(android device) have glFlush bug. When glFlush used, occurred display noise.
OpenGLES API for Android implementation is asunder each devices.
There is no difference. The OpenGL ES 1.x and 2.x are available on most phones. Many mobile GPU have specific extensions but if you don't use them, iOS or Android can share same code. OpenGL is a C API, so the Java One provided by Android is specific.
Our games share the same code for iOS and Android. Only the EGL(Android) and AGL(iOS) parts are different. For performance reason, we use some specific extensions (Compressed Textures...).
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