On Mon, 30 Nov 2015 05:13:24 -0800
Aradeonas <aradeo...@operamail.com> wrote:

> But as I read about this a problem is for example in Android phones
> their support OpenGl ES and taht is diffent to OpenGL like does have
> glBegin glEnd and it can be kind of problem? It seems you have
> experience about this?What you think?
First of, everything concerning glBegin and friends is ancient stuff, don't 
touch them.
Don't touch glMatrix* or anything like that, too. Do it on your own (even in JS 
if you use WebGL).
In short: Do the matrix math on the CPU, use the most optimal vertex submission 
mechanism supported by the targeted version (vertex arrays, VBOs, etc.) and use 
shaders.
Second, every platform has its own flavor of OpenGL:
OpenGL for the Desktop, OpenGL ES on mobile and WebGL for the browser.
All are similar and yet quite different. All have their own versions and the 
associated problems.
Use OpenGL only if you need its features and then pick your platform and don't 
try to handle them all in one software.
OpenGL is not easy to handle and you really have to dive in deep to make the 
most of it. You can do a lot of stuff really fast but the API is very old and 
it shows more and more. You have very little direct control of your graphics 
hardware and moving data to/from the card is cumbersome.
Personally I am waiting for the successor of OpenGL (Vulkan) which does away 
with the multiple platform versions (Normal, Web, ES), unifies them and is 
stated to give you much more control of the hardware.
I am sure things are not getting much easier in the high speed graphics 
department but a lot more organized and hopefully better to maintain.

R.





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