Re:Why you should use OpenGL and not DirectX
by CodeWithCoffee on Thursday December 05, 2013 @09:00AM
(#6854367)
> OpenGL != OpenGL ES != WebGL
Whilst technically true, WebGL is designed to have API compatibility with OpenGL ES (2), which in turn is based off of OpenGL (2). OpenGL ES 3 and WebGL 2 are beginning to emerge and are based off of OpenGL 3. In my experience shaders that work with WebGL will also work with OpenGL ES 2 and OpenGL 2.1. Equivalent versions tend to use the same concepts. On the other hand, code written for desktop (v3+) won't work on mobile, because the desktop version is one version ahead of mobile (and I imagind that it will be for several more versions).
Whilst technically true, WebGL is designed to have API compatibility with OpenGL ES (2), which in turn is based off of OpenGL (2). OpenGL ES 3 and WebGL 2 are beginning to emerge and are based off of OpenGL 3. In my experience shaders that work with WebGL will also work with OpenGL ES 2 and OpenGL 2.1. Equivalent versions tend to use the same concepts. On the other hand, code written for desktop (v3+) won't work on mobile, because the desktop version is one version ahead of mobile (and I imagind that it will be for several more versions).