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I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS.[/font][color=#000000][font=Arial,]
Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0?[/font][color=#000000][font=Arial,]
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.[/font]
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