Re:If you were involved in the OpenGL ES specification, you ...
by AshleysBrain on Tuesday June 19, 2012 @07:25PM
(#4134765)
Are you sure it's fair to call it a different API? OpenGL ES is officially described as "well-defined subsets of desktop OpenGL" [1], which would suggest it has a great deal in common with desktop OpenGL.
If we want to focus on immediate mode specifically, it arguably shouldn't be used even in regular old OpenGL. It's slower and results in overly verbose code. Most people seem to use immediate mode because that's what most of the tutorial examples use.
Maybe one way to tackle the switch from immediate mode -> vertex arrays (and maybe quads -> triangles) is just to make some macros that take old code blocks and generate new ones.