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Opengl es 2.0 ps3
Opengl es 2.0 ps3




opengl es 2.0 ps3

No idea about Nintendo, possibly OpenGL or some proprietary stuff? They want you to sign contracts first as well, anyway. Since both require a developer license, I guess they're out of question for now anyway.

opengl es 2.0 ps3

It's pretty much known that Microsoft favors (and only supports?) DirectX, while I think Sony offers support for OpenGL (although I'm not sure about the feature level/version). More specific details are, as far as I know, really hard to get, since most specifics are hidden behind NDAs and stuff like that (for whatever reason). As such it would be just a small additional step to add DirectX as well later. While most desktop systems understand/have OpenGL, you'll need OpenGL ES for most mobile platforms. If you think you should write an engine with portability in mind ("create games, not engines!"), create a renderer abstraction layer, so you're able to plug in any back end you'd need. On desktop platforms, it is possible to target Shader Model 1.1 for vertex shaders.Probably the easiest answer: Don't bother, instead pick what works best for you to work with now (i.e.

opengl es 2.0 ps3

Programmable shaders default to Shader Model 2.0 (desktop) and OpenGL ES 2.0 (mobile). Fixed function is supported everywhere except consoles (Xbox 360 & Playstation 3). In Unity, you can write fixed function or programmable shaders. Some image effects work on Flash but quite a lot of them do not due to a lack of support for non-power-of-two textures, shader limitations or a lack of features such as depth texture support. However, all except the simplest effects require quite programmable pixel shaders, so for all practical purposes they require Shader Model 2.0 on desktop (discrete GPUs since 2003 integrated GPUs since 2005) and OpenGL ES 2.0 on mobile platforms. Image Effects require render-to-texture functionality, which is generally supported on anything made in this millenium. Most notably, the extension is not present on Tegra-based Android devices, so shadows do not work there. Mobile shadows (iOS/Android) require OpenGL ES 2.0 and GL_OES_depth_texture extension. Technically, on Direct3D 9 the GPU has to support D16/D24X8 or DF16/DF24 texture formats and on OpenGL it has to support GL_ARB_depth_texture extension.įlash does support realtime shadows, but due to lack of depth bias and shader limitations, they can have self-shadowing artifacts (increase light’s shadow bias) and somewhat more “hard” edges. On Windows (Direct3D), the GPU also needs to support shadow mapping features most discrete GPUs support that since 2003 and most integrated GPUs support that since 2007. On desktops, they generally need Shader Model 2.0 capable GPU. Realtime Shadows currently work on desktop & console platforms.






Opengl es 2.0 ps3