Hello. Are there any advantages to using Core Anomation layers for OpenGL ES compared to using GLKit. Is there any reason why I wouldn't want to use GLKit for my OpenGL ES needs?
Hello. Are there any advantages to using Core Anomation layers for OpenGL ES compared to using GLKit. Is there any reason why I wouldn't want to use GLKit for my OpenGL ES needs?
GLKit ends up using EAGALLayer under the covers, just like anything else on iOS. The tiled rendering engine is based on layers at the hardware level.
GLKit has some nice enhancements that make things easier, especially as compared to raw GS 2.0, where there's no built in directional lighting support, no built-in perspective, or much of anything. I was pretty lost at first when I moved from desktop OpenGL to ES 2.0. I wish GLKit was out then.