I want to know what is the differences between OpenGL ES 2.0
and OpenGL ES 3.0
.
What is the main advantage of OpenGL ES 3.0
?
OpenGL ES is the dominant graphics API in today's smartphones and has even extended its reach onto the desktop. The list of platforms supporting OpenGL ES includes iOS, Android, BlackBerry, bada, Linux, and Windows. OpenGL ES also underpins WebGL, a web standard for browser-based 3D graphics.
The main difference between the two is that OpenGL ES is made for embedded systems like smartphones, while OpenGL is the one on desktops. On the coding level, OpenGL ES does not support fixed-function functions like glBegin/glEnd etc... OpenGL can support fixed-function pipeline (using a compatibility profile).
OpenGL 3.3 is the first “Modern OpenGL” version (simplified explanation). Everything from this version is forward compatible all the way to the latest 4. x version. An optional deprecation mechanism was introduced to disable outdated features.
"GLES2" and "GLES3" are the names used in Godot for the two OpenGL-based rendering backends. In terms of graphics APIs, the GLES2 backend maps to OpenGL 2.1 on desktop, OpenGL ES 2.0 on mobile and WebGL 1.0 on the web. The GLES3 backend maps to OpenGL 3.3 on desktop, OpenGL ES 3.0 on mobile and WebGL 2.0 on the web.
I think it would be best to read section "Version 3.0 and Before -> New Features" on the official specs
And it is backward compatible with ES 2.0.
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