Convert code in Opengl es 1.0 to Opengl es 2
This is the code:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mFont->mTexId);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Bind our vertex data
glVertexPointer(2, GL_FLOAT, 0, mVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, mUVs);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Draw the text
glDrawElements(GL_TRIANGLES, 6 * mNumberOfQuads, GL_UNSIGNED_BYTE, mIndices);
I tried with the next code, but it is not working, the problem is that I´m beginning to learn Opengl Es and I don´t understand a lot of things.
// Enable texturing, bind the font's texture and set up blending
//glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mFont->mTexId);
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Bind our vertex data
//glVertexPointer(2, GL_FLOAT, 0, mVertices);
//void VertexPointer(int size,enum type,sizei stride, void *pointer );
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 20, mVe开发者_运维问答rtices);
//void VertexAttribPointer( uint index, int size, enum type, boolean normalized, sizei stride, const void *pointer );
//glEnableClientState(GL_VERTEX_ARRAY);
//glEnableVertexAttribArray(VERTEX_ARRAY);
// glTexCoordPointer(2, GL_FLOAT, 0, mUVs);
//glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Bind the VBO so we can fill it with data
glBindBuffer(GL_ARRAY_BUFFER, 2);
// Draw the text
glDrawArrays(GL_TRIANGLES, 0, 6 * mNumberOfQuads);
//void DrawArrays( enum mode, int first, sizei count );
//glDrawElements(GL_TRIANGLES, , GL_UNSIGNED_BYTE, );
//void DrawElements(enummode,sizeicount,enumtype, void *indices );*/
Try compiling and binding a vertex and pixel shader before you submit your geometry. There's no fixed-function pipeline at all in ES 2.0.
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