I am new in Opengl and in Opengl ES. I am working on a project: porting the very famous open source 3d suite Blender (www.blender3d.org) on PDA. Blender uses massively Opengl!
I need some advise to know which implementation should I use. This choice will really determine the future of this project!
I look on Internet and find lot of very interesting information. Today I don’t know what is the best solution:
1) Choose Klimt, with glBegin/glEnd, working on Windows (to ease development task) but without really lot of documentation and without lot of support. If I make this choice, I will have to go deeply in the source to understand how it work because I didn’t find lot of information on the web.
2) Choose Opengl ES Vincent. I see that this implementation is younger as Klimt, in line with Opengl ES, but without glbegin/glend. But I will probably easily find more support, red book examples, this implementation is dynamic, I will be able to take advantage of its improvement (ex: integration of PocketHAL… not working with klimt).
I have the feeling that Vincent will be more efficient, that I will be able to find answers to my questions with Vincent (I already find lot of tutorials! Not for Klimt) but I am really afraid with this story of glbegin/glend. If I choose Vincent, will I have to convert ALL glbegin/glend? I don’t see a end of such a work for a so big application!
What do you think about it? And for the performance, what is the best choice?
Thank you for your help!
I hope I will be able to offer the community this wonderful software on PDA… I can dream :=)
Thanks a lot,