Finally got some holidays...
My first attempts to play with OpenGL ES 1.1 and 2.0 on iPhone/iPod and 2.0 on Zune HD are very encouraging. The enlighted Dragon demo from zuneboards is perfect for my study purpose...
On iPhone side, I could find on internet a way to remove the xib from project created from OpenGL ES application template and this template is nice since it detects if device supports or not 2.0 and executes different code for each case. I will try, this week, to publish some port of Initial Fantasy demo for Zune HD and iPod/iPhone/iPad (3D rendering loop, able to read .3ds file, that displays a starfighter or a biplane) like I did for xb1, ps2 and 360.
By using the 2.0 shaders simulating the 1.1 fixed function pipeline I should be able to create a strong identical 3D graphics behaviour of some unified API among these platforms : iPhone (all models), iPod (all models), iPad, Zune HD, Xbox 1, Windows, Mac, PC0, 360, PS3(fw<2.10) and maybe PS2 and Wii too. (The study of Windows Open GL ES 2.0 emulator will surely help for PC0)
(Good thing with Mac is that iPhone SDK is free and includes iPad/iPhone simulator that doesn't, in fact, emulate accelerated graphics : it really displays hardware accelerated graphics! It probably works like the OpenGL ES Windows emulators, it just translates calls -I've tested with iPhone SDK 4.0.1 on iMac-. In other words, it's not even necessary to create a specific Mac binary... iPad simulator fills easily whole screen. Also if you force code to believe 2.0 is not supported, it emulates perfectly 1.1 too!)
I will try to see how many vertice/frame at 60Hz each platform can do.
(With 1 light, so far, we know score is 330K for xb1, 250K for ps2 and 3M for 360. Small devices should do less than that, but who knows... Maybe there is some surprise to discover...)
This post has been edited by openxdkman: Yesterday, 10:00 AM