I want to know what is the differences between OpenGL ES 2.0
and OpenGL ES 3.0
.
What is the main advantage of OpenGL ES 3.0
?
Straight from Wikipedia:
The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications.
New functionality in the OpenGL ES 3.0 specification includes:
- multiple enhancements to the rendering pipeline to enable acceleration of advanced visual effects including: occlusion queries, transform feedback, instanced rendering and support for four or more rendering targets,
- high quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set of textures for each platform,
- a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations;
- greatly enhanced texturing functionality including guaranteed support for floating point textures, 3D textures, depth textures, vertex textures, NPOT textures, R/RG textures, immutable textures, 2D array textures, swizzles, LOD and mip level clamps, seamless cube maps and sampler objects,
- an extensive set of required, explicitly sized texture and render-buffer formats, reducing implementation variability and making it much easier to write portable applications.