Kevin Shaffer
12-27-2010, 11:03 AM
I've started developing a program for mobile devices. The program should be able to do the following:
1) Render basic map data.
2) Render overlays based on numeric data.
3) Support (at least some) Android and IPhone devices.
Effects would be pretty basic.
My goal in writing this app is:
1) Further my education in openGL with hopes of doing it professionally in the near future.
2) Develop a successful application that target a diverse set of handsets, not necessarily for profit though.
3) Complete the application over the course of 1 year, limited to 3 - 6 hours a week.
My question is should I use OpenGL ES 1.1 or OpenGL ES 2.0? I have yet to find a resource which helps one decide between the two. My feeling was that 1.1 would have a broader audience but given that my target would be 1 year from now, that may not be as big of an issue. I have the perception that openGL 2.0 would also be better from a career development standpoint. However, I have some exposure to openGL in college using the non-programmable pipeline, so I would be more familiar with openGL 1.1 and would be more likely to finish it. Looking at code samples, openGL ES 2.0 appears to have more complexity and I wonder if it is overkill considering OpenGL ES 1.1 should be able to support all effects I need?
What are your thoughts, should I go with OpenGL ES 1.1 or 2.0?
1) Render basic map data.
2) Render overlays based on numeric data.
3) Support (at least some) Android and IPhone devices.
Effects would be pretty basic.
My goal in writing this app is:
1) Further my education in openGL with hopes of doing it professionally in the near future.
2) Develop a successful application that target a diverse set of handsets, not necessarily for profit though.
3) Complete the application over the course of 1 year, limited to 3 - 6 hours a week.
My question is should I use OpenGL ES 1.1 or OpenGL ES 2.0? I have yet to find a resource which helps one decide between the two. My feeling was that 1.1 would have a broader audience but given that my target would be 1 year from now, that may not be as big of an issue. I have the perception that openGL 2.0 would also be better from a career development standpoint. However, I have some exposure to openGL in college using the non-programmable pipeline, so I would be more familiar with openGL 1.1 and would be more likely to finish it. Looking at code samples, openGL ES 2.0 appears to have more complexity and I wonder if it is overkill considering OpenGL ES 1.1 should be able to support all effects I need?
What are your thoughts, should I go with OpenGL ES 1.1 or 2.0?