From the original text about OpenGL, OpenGL ES, WebGL summary
I. Introduction to OpenGL
OpenGL (Full-write open Graphics Library) is a specification that defines a cross-programming language, cross-platform programming interface, which is used for three-dimensional graphic images (two-dimensional). OpenGL is a professional graphics program interface, is a powerful, easy to call the underlying graphics library.
I won't say anything about the other introductions. Here, let me tell you something. Resource Web site with OpenGL:
OpenGL official Website: http://www.opengl.org/resources/libraries/glut/
Nehe Website: http://nehe.gamedev.net/
Excellent OpenGL tutorial: http://www.zwqxin.com/archives/opengl/tutorial-recommendation.html
Two. OpenGL ES1. About OpenGL ES
So to speak, OpenGL ES is an embedded version of OpenGL, and OpenGL ES (OpenGL for Embedded Systems) is a subset of OpenGL's three-dimensional graphics API, designed for embedded devices such as phones, PDAs, and game consoles. The API is defined by Khronos Group, Khronos is a graphic hardware and software industry Association, which focuses on the open standards of graphics and multimedia.
OpenGL ES version differences, there are two versions, one is OpenGL es 1.X, one is the OpenGL ES 2.0 version, Version 2.0 is incompatible with the 1.x version, because one is a fixed function of the pipeline (1.x), the other 2.0 is a programmable function pipeline, so many are different, to see how the encyclopedia is introduced. OpenGL ES is a custom-cut from OpenGL, removing many of the glbegin/glend, such as complex primitives such as gl_quads, polygons (gl_polygons), and so on. After years of development, there are now two versions, OpenGL ES 1.x for fixed pipeline hardware, OpenGL ES 2.x for programmable pipeline hardware. OpenGL ES 1.0 is based on the OpenGL 1.3 specification, and OpenGL ES 1.1 is based on the OpenGL 1.5 specification, which supports common and common lite two profiles, respectively. Lite profile supports only fixed-point real numbers, while common profile supports both fixed-point and floating-point numbers. OpenGL ES 2.0 is defined by reference to the OpenGL 2.0 specification, and common profile is released in 2005-8, which introduces support for programmable pipelines.
2. OpenGL ES 2.0 Overview:
Supported Platforms:
-Supports ipad, IPHONE3GS and later versions, as well as IPODTOUCH3 and later versions.
-Support Android platform starting from Android 2.2 version.
-Support Android NDK starting from Android 2.0 version.
-Supports BlackBerry Playbook BlackBerry.
-Supports Pandora Pandora console's 3D library.
-Supported by WebGL: Browser supports OpenGL
-Support for a small number of new Nokia phones, such as the SYMBIAN3 Symbian 3 system on the Maemo and N8 on N900.
-Supports a variety of Samsung phones, including Galaxy S and wave.
-Use the development plugin to support palm WebOS.
-Support Archos Love Visual Netbook: it, 101 it
OpenGL ES has a close relationship with Android, mainly in the development of these two interfaces and research and development companies.
The current material on OpenGL ES 2.0 is still pretty small, just a book introduction (OpenGL ES 2.0 Programming Guide) is English, I have bought a book, in fact, it will not be very difficult to read. You have to learn OpenGL ES it is best to first understand OpenGL and OpenGL shading Language, after all, this is the basic knowledge content.
OpenGL ES Book website: http://www.opengles-book.com/downloads.html
Three. WebGL1. About WebGL
WebGL is a 3D drafting standard that allows the combination of JavaScript and OpenGL ES 2.0, and by adding a JavaScript binding to OpenGL ES 2.0, WebGL can be a HTML5 Canvas provides hardware 3D accelerated rendering so that Web developers can display 3D scenes and models more smoothly in the browser with the help of system displays, as well as create complex navigation and data visualizations. Obviously, the WEBGL technology standard eliminates the hassle of developing web-dedicated rendering plugins that can be used to create Web pages with complex 3D structures, and even to design 3D web games.
WebGL solves two problems with the existing Web interactive three-dimensional animation: first, it realizes the Web interactive three-dimensional animation through the HTML script itself, does not need any browser plug-in support, second, it takes advantage of the underlying graphics hardware acceleration function of the graphics rendering, is achieved through a unified, standard, cross-platform OpenGL interface.
2. Examples of WebGL
In fact, I have done a webgl example, is to use WEBGL to draw a color stereoscopic, of course, is still very rough, simple, it is Html5+opengl es combination, but HTML5 is not mature, so many examples of WebGL is on the immature demo, But I think this will be a trend in the future, of course, it industry who also said it is not clear, WebGL can be said to be OpenGL Web version, the current book on WebGL is still not, the official website has a learning WebGL tutorial, of course, is English. Oh
Currently IE does not support WebGL, there are Firefox and Google Chrome and other support ...
10 Great WebGL Application Demo website Case http://www.fadianzhan.com/index.php/archives/208
Learning Website: http://learningwebgl.com/blog/
Summary of OpenGL, OpenGL ES, WebGL