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Goodbye OpenGL ES 1.x - flixel-gdx

Goodbye OpenGL ES 1.x

Hello folks, it’s been a while. Our team is too busy with their daily job, so you won’t expect much updates. That being said, now the real story.

OpenGL ES 1.x is gone

Libgdx removed OpenGL ES 1.0 since they released v1.0. In the flixel-core we removed that as well. What does this mean for you? Do you need to adjust your code? Do you need to learn OpenGL ES 2.0 now? The answer is no. Everything will just run fine as it used to be. The difference between GLES10 and 20 is the way they render. GLES10 uses the fixed-function rendering pipeline and GLES20 uses shaders which is dynamic.
What will you benefit? You can use shaders to create cool effects. Other than that I don’t know. You won’t gain performance boost.

For Android, the minimum requirement to support GLES20 is 2.2. Libgdx has already dropped everything below that. Only 0.1% of users still got a GLES10 device. About the other platforms, HTML5 uses WebGL which is based on GLES20 and iOS only supports GLES20. If you want to stay at GLES10 for what ever reason, you should stick with the stable v0.06. However, we won’t do any fixes on that anymore. We are done here!

Tilemap Y-up only

Libgdx decided to drop y-down support for tilemaps, because it’s hard to maintain both. If you are using Tiled editor you’ll notice that everything is upside down and the tiles are rendered wrong. Fortunately there is a solution. You can write your own loader and read out the .tmx (xml format) values with XMLReader or like I did with JsonReader. The new code looks simple and nice.

Ok guys, this is it for now. I can’t tell when the next update will happen. See ya!

Posted in flixel-gdx, OpenGL ES 2.01 Comment
  • Iain Heng

    Great to see update from flixel-gdx. Can’t wait for next release. Btw, awesome work.