I am currently planning to implement a little painting app using OpenGL ES 1.1. I believe this question applies to any OpenGL ES project. I am starting development on Android and I would like to ...
I have a general question about creating a drawing application, the language could be C++ or ObjectiveC with OpenGL. I would like to hear what are the best methods and practices for storing strokes ...
Is it worth supporting OpenGL ES 1.1 and fixed pipelines when even the most low level hardware can support 2.0 and shading languages? After all, every iOS device for the last 2 years supports 2.0.