OpenGL desktop to OpenGL ES for iPad
I have been trying for days to figure out how to take my code of a Rubik's cube I made on my Mac desktop and now make it work on an iPad. I tried and tried to understand openGL ES 2.0 and I am just not getting it. Now I found the OpenGL ES 1.0 MIGHT be an option.
What is my best option of making an OpenGL App work on the iPad? Considering it's just a bunch of boxes it's not a terribly complex application visually. I do need glRotate and all of that stuff though or least some other way to make that happen.
What is most likely my best route to take? Is OpenGL ES 1 an option?
Re: OpenGL desktop to OpenGL ES for iPad
Update: I know this isn't news to you guys but I think I'm just going to go with OpenGL ES 1.1. I'm finding that most of my functions still work the same. glRotate, glTranslate, etc. Drawing vertexes are different but I'm going by examples on how to change to that mode.
OpenGL ES 2.0 was just pure pain and hopefully I can still avoid it.