This is the final item in a series of short posts about OpenGL ES. The series investigates OpenGL ES as a series of concepts and is aimed at those who are in the early stages of learning the language. I have spoken to many people who have complained that OpenGL ES is difficult to learn. I think that the previous installments in this series show that OpenGL ES is not difficult, just different, and with very good reason.
OpenGL ES is an extremely efficient fully-functioning section of an open standard C API. This gives it particular characteristics. These include C based naming conventions. Unlike the desktop version and most open standards, OpenGL ES has distinct versions that are not subsets of each other. This is necessary to fulfill it’s mobile brief. Checking the API version used for tutorials is therefore critical.
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