Yeah, I know, I am behind the times, but I tended to use the fixed pipeline when I made things with OpenGL and never got around to learning about shaders. Now, the iPhone and other, new mobile phones have appeared, with them saying ‘OpenGL ES 2.0 compliant’ in their tech specs. The Pandora is also capable of this, so I figured it was about time to learn what all the new fangled stuff is about.
Amazon kindly delivered the Addison-Wesley guide for it yesterday and I’ve read a little of it so far. OpenGl 2.0 (ogl) had both a backward-compatible fixed pipeline and the dynamic pipeline, and applications and games used one or the other of these. OpenGL ES (egl) is aimed at the mobile market, and for good reason, only supports the dynamic pipeline.
From reading the 4-page ‘Hello Triangle’ application, it seems that the basic change from a normal fixed pipeline is that you set up a ‘program’, a vertex shader (works before gl primitives – tris, polygons – are calculated) and a fragment shader (primarly dealing with colour and shading work after the primitives and base is done). The two shaders are bound to the program. So not too formidable so far.
However, the shading language itself is mostly unintuitive due to its use of undeclared globals (certain important variables exist, that you simply just have to know what they do and what they are for.) I’m certain that with a bit more time hacking away with this, it will be more clear.
All in all, I am still reasonable confident that using egl for the graphics of what I am trying to do is a good thing, even if I have to learn it as I go

