If you don't want or need the added complexity of OpenGL ES 2, stick with GL 1.1. My question is then, is the last statement right? Should I always use Open GL ES version 1.x if I don't need version 2 only stuff? I'd sure like to do that, because I find coding in version 1.x A LOT simpler than version 2 but I'm afraid that my apps might get obsolete faster for using an older version. Version 2 was changed a lot to facillitate newer, fancier stuff, but if you don't need it, version 1.x is fine". The guy there treated only OpenGL ES 1.x for 80% of the book, and then at the end only listed the differences in version 2 and said something like "if OpenGL ES 1 does what you need, there's no need to switch to version 2, as it's only gonna over complicate your code. Now, I've also read a book on OpenGL ES (which was rather good, but I'm not gonna mention here because I don't want to give the impression that I'm trying to make hidden publicity). Even on Android's documentation it sais to "use version 2 as it may prove faster than 1.x". I've seen a lot of online tutorials and blogs that simply say "ditch version 1.x, use version 2, that's the way to go". You have shaders which you can chain together to apply varios effects/transforms to your elements, the projection and transformation matrices work completly different etc. OpengGL ES version 2 goes a long way into changing the development paradigm that was established with OpenGL ES 1.x.
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