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Posted 19 January 2012 - 03:59 AM
I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.
Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?
As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.