Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms

跟風遠走 提交于 2019-12-03 03:45:00

use a framework that is cross platform

Cocos2d for android: http://code.google.com/p/cocos2d-android/

Cocos2d for iphone:

http://code.google.com/p/cocos2d-iphone/

I will only answer Android related part of your question since I don't have any knowledge regarding Quartz

The biggest difference between OpenGL ES 1.1 and 2.0 is the programmable pipeline In 1.1 there is a default fixed pipeline, but in 2.0 the pipeline changed to programmable so you have to write youw own pipeline even to do some lighting. And there is a lot of time since your question, now Android supports OpenGL ES 2.0 with its framework API also alongside with NDK. For the usage rates according to Android dashboard; 99.8 % of Android devices support both version 2.0 & 1.1 http://developer.android.com/about/dashboards/index.html#OpenGL

P.S OpenGL ES 3.0 is introduced with Android 4.3 so these rates might be subject to change.

For Cocos2D related question in above answer, Cocos2D-X uses OpenGL ES 2.0 in Android so it is also high probable that Cocos2D for Android uses OpenGL ES 2.0, too.

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