
When starting the process of porting your graphics architecture from OpenGL ES 2.0 to Direct3D for the first time, familiarize yourself with the key differences between the APIs. For more information about ANGLE, go to the ANGLE for Microsoft Store Wiki.

ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls. Note An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Microsoft Store. The changes to the OpenGL ES API for version 2.0 are then discussed from three different directions: what has changed in GLSL, what is new relative to OpenGL ES 1.1, and what has changed from OpenGL 2.0 on the desktop.Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime. The discussion begins by briefly reviewing the history and design goals that drove the OpenGL ES specification. The goal of this presentation is to review in detail what has changed in OpenGL ES 2.0 and what the changes mean for mobile game development.

While this change ushers in the shader era to mobile gaming, it also means that mobile game developers will need to make significant changes to their applications. In keeping with the design goal of removing any redundancy from the API, the Khronos group has completely removed fixed-function vertex/pixel processing. The latest version of OpenGL ES will have a major impact on mobile game developers. The OpenGL ES 2.0 specification introduces the majority of the functionality used by todays desktop games into the embedded space.


OpenGL ES 2.0 represents a major milestone in the convergence of graphics capabilities between desktop and handheld gaming devices. Did you know free users get access to 30% of content from the last 2 years? Get your team full access to the most up to date GDC content Overview:
