theatrus
02-04-2010, 04:02 PM
I am looking at creating an iPad-only turn-based game. I generally prefer the workflow using shaders (not complicated, just "tweaked" fixed function), but I haven't explored the relative performance differences on the iPhone hardware as I don't own a 3GS, only a 3G.
From a performance point of view, are there any major differences between the fixed function pipeline and the shader pipeline (using simple shaders similar to fixed function) on the 3GS/Touch? Would I be making a mistake targeting OpenGl ES 2? The models I use are generally very simple (100 triangles top), rarely multi textured.
I have done work using OpenGL ES 1.1 (on the iPhone) and OpenGL 2.1 (desktop).
And as the first post to touch arcade, hi! :) Long timer lurker, first time poster.
From a performance point of view, are there any major differences between the fixed function pipeline and the shader pipeline (using simple shaders similar to fixed function) on the 3GS/Touch? Would I be making a mistake targeting OpenGl ES 2? The models I use are generally very simple (100 triangles top), rarely multi textured.
I have done work using OpenGL ES 1.1 (on the iPhone) and OpenGL 2.1 (desktop).
And as the first post to touch arcade, hi! :) Long timer lurker, first time poster.