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		<title>cocos2d for iPhone &#187; Topic: [devel] OpenGL ES 2.0 support</title>
		<link>http://www.cocos2d-iphone.org/forum/topic/6074</link>
		<description>A fast, easy to use, free, and community supported 2D game engine</description>
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		<pubDate>Fri, 24 May 2013 08:35:37 +0000</pubDate>
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			<link>http://www.cocos2d-iphone.org/forum/search.php</link>
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		<item>
			<title>toglia3d on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-124233</link>
			<pubDate>Wed, 02 Nov 2011 18:24:48 +0000</pubDate>
			<dc:creator>toglia3d</dc:creator>
			<guid isPermaLink="false">124233@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>One of the most exiting things I find about the new shader integration is the possibility to do fullscreen effects. So&#160;I've been playing with the new shader pipeline to see how it works.&#160;I discovered that the shader is basically applied to a Texture2d instance so I'm&#160;immediately&#160;wondering how can I extract the Texture2d from the screen buffer before the layer is actually rendered?&#160;<div><div></div><div>I found this thread talking about screen captures, but I really don't know if this would be the way to go shader wise.</div><div><a href="http://www.cocos2d-iphone.org/forum/topic/1722/page/3" rel="nofollow">http://www.cocos2d-iphone.org/forum/topic/1722/page/3</a></div><div></div><div></div></div>
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-117313</link>
			<pubDate>Wed, 21 Sep 2011 23:42:29 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">117313@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/111'>jptsetung</a>: iPhone 3G is not supported<br />
<a href="http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:2_0_0#" rel="nofollow">http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:2_0_0#</a><a href='http://www.cocos2d-iphone.org/forum/tags/compatibility'>compatibility</a>
</p></description>
		</item>
		<item>
			<title>jptsetung on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-117280</link>
			<pubDate>Wed, 21 Sep 2011 20:02:25 +0000</pubDate>
			<dc:creator>jptsetung</dc:creator>
			<guid isPermaLink="false">117280@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Cocos2d v2 is not compatible with iPhone 3G even if they are in iOS4.x, is it?<br />
I think it's not a big problem as according to this post, it should represents less than 5% of the phones now. <a href="http://www.iphonedevsdk.com/forum/business-legal-app-store/79677-iphone-4-vs-3g-market-share-need-input-please.html" rel="nofollow">http://www.iphonedevsdk.com/forum/business-legal-app-store/79677-iphone-4-vs-3g-market-share-need-input-please.html</a>
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-117110</link>
			<pubDate>Wed, 21 Sep 2011 02:14:46 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">117110@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@fidelusx:<br />
I would have think about it... but I suggest that you post your discoveries here.</p>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/60921'>kovaloid</a>: no. cocos2d v2.0 templates will overwrite the v1.0 templates.<br />
just run <code>./install-templates.sh</code> as many times as you need.
</p></description>
		</item>
		<item>
			<title>kovaloid on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-117107</link>
			<pubDate>Wed, 21 Sep 2011 02:02:03 +0000</pubDate>
			<dc:creator>kovaloid</dc:creator>
			<guid isPermaLink="false">117107@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is it possible to install both cocos2d 1.0 and 2.0 templates?<br />
Thanks!
</p></description>
		</item>
		<item>
			<title>fideliusx on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-116479</link>
			<pubDate>Sat, 17 Sep 2011 13:41:15 +0000</pubDate>
			<dc:creator>fideliusx</dc:creator>
			<guid isPermaLink="false">116479@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@riq:<br />
I have tried implementing a simple ripple effect by subclassing CCSprite, and set its own ripple frag shader.  It works ok. But I would like to know the best design pattern to make it more flexible, for example the effect usage will be as simple as the way we use it in the old way (action style). What do you think ?
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-116474</link>
			<pubDate>Sat, 17 Sep 2011 12:13:30 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">116474@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/28267'>fideliusx</a><br />
Yes, for the moment they are not using shaders for the effects.  Right now I don't have the time to modify them. Would you like to provide a patch ? thanks.
</p></description>
		</item>
		<item>
			<title>fideliusx on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-116471</link>
			<pubDate>Sat, 17 Sep 2011 11:53:21 +0000</pubDate>
			<dc:creator>fideliusx</dc:creator>
			<guid isPermaLink="false">116471@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@riq: I saw that grid effects are still using the old method. IMO, with shaders support, maybe we should try to do those effects using them?
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-116198</link>
			<pubDate>Thu, 15 Sep 2011 22:32:42 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">116198@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/28267'>fideliusx</a>: yes, only iOS &#62;= 4.0
</p></description>
		</item>
		<item>
			<title>fideliusx on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-116186</link>
			<pubDate>Thu, 15 Sep 2011 20:27:16 +0000</pubDate>
			<dc:creator>fideliusx</dc:creator>
			<guid isPermaLink="false">116186@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>I started to use 2.0. I noticed that it already uses VAO's glGenVertexArraysOES which is only available starting from iOS 4.0. And yes, when I tested it on iPad 3.2, it crashed because of it. Will this means cocos2d 2.0 will only support devices with iOS 4.0 upward ?
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-115048</link>
			<pubDate>Fri, 09 Sep 2011 01:27:10 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">115048@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Status:<br />
 - Chipmunk 6.0.1 integrated into gles20<br />
 - Box2d 2.2.0 integrated into gles20<br />
 - All templates are working OK<br />
 - NEON matrix multiplication integrated into Kazmath (should be faster)<br />
 - Uniforms: send only 1 matrix (Model View Projection) instead of 2 (ModelView and Projection) (should be faster)<br />
 - Performance tests: updated (gles20 a bit slower than v1.0 in some tests... don't know why yet)<br />
 - Includes latests changes from develop branch<br />
 - Improved GL state API<br />
 - Integrated @<a href='http://www.cocos2d-iphone.org/forum/profile/544'>manucorporat</a> Streak Motion</p>
<p>What's missing for v2.0-alpha<br />
 - Try .fs and .vs extension for shaders<br />
 - Write migration guide
</p></description>
		</item>
		<item>
			<title>hm50 on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-112004</link>
			<pubDate>Tue, 23 Aug 2011 03:04:17 +0000</pubDate>
			<dc:creator>hm50</dc:creator>
			<guid isPermaLink="false">112004@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Excellent!
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-112000</link>
			<pubDate>Tue, 23 Aug 2011 02:24:53 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">112000@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>status update: templates are working Ok in the gles20 branch.</p>
<p>cocos2d v2.0-alpha coming soon.
</p></description>
		</item>
		<item>
			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-109296</link>
			<pubDate>Mon, 08 Aug 2011 00:02:43 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">109296@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Thx riq , it totally make sense , the sprite are acting like a single mesh so you can't control them with uniform , i'll try the vertex attributre thingy i think best is to set extra texturecoords and get them as param in the shader , i'll try also render as texture , with a 32*32 texture i can store 1024 4d vector but i need 16bit at least , then i need to set correct texturecoord for each sprite ...<br />
i'll try as well with vertexattribute to see what the best, i need to have a look to the batchnode code... to see how i can do that , but i think it's a lot of work :)
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-109035</link>
			<pubDate>Fri, 05 Aug 2011 22:34:36 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">109035@http://www.cocos2d-iphone.org/forum/</guid>
			<description><blockquote><p>is it possible to have different uniform value for each sprite with batchnode?</p></blockquote>
<p>@<a href='http://www.cocos2d-iphone.org/forum/profile/24676'>sanch</a>: No, you can't. but you can pass a vector (or perhaps as vertexattribute) and use that values as you want.
</p></description>
		</item>
		<item>
			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-109028</link>
			<pubDate>Fri, 05 Aug 2011 21:22:41 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">109028@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok i start to understand , i need to load my shader in the Batchnode , no need to change things here , but then i can't call draw for batchnode in my CCsprite subclass so were can i update the uniforms param and load additionnal texture? is it possible to have different  uniform value for each sprite with batchnode?
</p></description>
		</item>
		<item>
			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-109018</link>
			<pubDate>Fri, 05 Aug 2011 20:09:01 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">109018@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Ok after looking into the cocos code i found out that since i'm using a batchnode i need to load my shader in the batchnode  ,so i'll need instead to subclasse CCspriteBatchNode.<br />
Thx anyway all this looks very promising and already works great.
</p></description>
		</item>
		<item>
			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-108997</link>
			<pubDate>Fri, 05 Aug 2011 16:57:24 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108997@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>yep actually it seams that the shader is not use at all when using initWithSpriteFrameName<br />
I didn't assign a texture to the shader and it keep showing the texture i'm using for init.</p>
<p>here is the full code of the working version:</p>
<p>Shad.h<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;cocos2d.h&#34;

@interface Shad :  CCSprite {
    CCTexture2D * _NormalTexture;
    GLuint   _textureLocation;
    GLuint   _NormTextLocation;
    GLuint   _lightcolor;
    GLuint   _matcolor;
    GLuint   _spec;
    GLuint   _fragmentColor;
    GLuint   _lightdir;
    GLuint   _viewdir;
    float inc;
}

@end</code></pre>
<p>Shad.m<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;Shad.h&#34;

@implementation Shad

- (id)initWithFile:(NSString *)file
{
    self = [super initWithFile:file];
    if (self) {

        _NormalTexture = [[[CCTextureCache sharedTextureCache] addImage:@&#34;SphereNormal2.png&#34;] retain];

        self.shaderProgram =
        [[[GLProgram alloc]
          initWithVertexShaderFilename:@&#34;Shaders/PositionTextureColor.vert&#34;
          fragmentShaderFilename:@&#34;BumpMapping.frag&#34;] autorelease];

        CHECK_GL_ERROR_DEBUG();

        [shaderProgram_ addAttribute:kCCAttributeNamePosition index:kCCAttribPosition];
        [shaderProgram_ addAttribute:kCCAttributeNameColor index:kCCAttribColor];
        [shaderProgram_ addAttribute:kCCAttributeNameTexCoord index:kCCAttribTexCoords];

        CHECK_GL_ERROR_DEBUG();

        [shaderProgram_ link];

        CHECK_GL_ERROR_DEBUG();

        [shaderProgram_ updateUniforms];

        CHECK_GL_ERROR_DEBUG();                

        _textureLocation = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_texcolor&#34;);
        _NormTextLocation = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_texnormal&#34;);
        _lightcolor = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_lightcolor&#34;);

        _matcolor = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_matcolor&#34;);

         _spec = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_spec&#34;);
         _lightdir = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_lightdir&#34;);
         _viewdir = glGetUniformLocation( shaderProgram_-&#62;program_, &#34;u_viewdir&#34;); 

        CHECK_GL_ERROR_DEBUG();

    }

    return self;
}
-(void) draw {    

    // 1 ;
    inc+=0.02;

    ccGLBlendFunc( blendFunc_.src, blendFunc_.dst );
    ccGLUseProgram( shaderProgram_-&#62;program_ );
    ccGLUniformProjectionMatrix( shaderProgram_ );
    ccGLUniformModelViewMatrix( shaderProgram_ );

    // 2
    glActiveTexture(GL_TEXTURE0);
    glBindTexture( GL_TEXTURE_2D,  [texture_ name] );
    glUniform1i(_textureLocation, 0);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture( GL_TEXTURE_2D,  [_NormalTexture name] );
    glUniform1i(_NormTextLocation, 1);

    glUniform4f( _matcolor, 1.0, 1.0, 1.0, 1.0);
    glUniform4f( _lightcolor, 1.0, 0.5, 1.0, 1.0);
    glUniform3f( _lightdir,sinf(inc),cosf(inc),1.0 );
    glUniform3f( _viewdir,0.0,0.0,1.0 );
    glUniform1f(_spec, 0.3);
    //
#<a href='http://www.cocos2d-iphone.org/forum/tags/define'>define</a> kQuadSize sizeof(quad_.bl)
    long offset = (long)&#38;quad_;

    // vertex
    NSInteger diff = offsetof( ccV3F_C4B_T2F, vertices);
    glVertexAttribPointer(kCCAttribPosition, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff));

    // texCoods
    diff = offsetof( ccV3F_C4B_T2F, texCoords);
    glVertexAttribPointer(kCCAttribTexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff));

    // color
    diff = offsetof( ccV3F_C4B_T2F, colors);
    glVertexAttribPointer(kCCAttribColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff));

    // 4
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glActiveTexture(GL_TEXTURE0);
}
@end</code></pre>
<p>and BumpMapping.frag<br />
<pre><code>#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec4 u_lightcolor;

uniform vec4 u_matcolor;
uniform float u_spec;
uniform vec3 u_lightdir;
uniform vec3 u_viewdir;
uniform sampler2D u_texcolor;
uniform sampler2D u_texnormal;

void main()
{
    vec4 material = texture2D (u_texcolor, v_texCoord)*u_matcolor;
    vec3 normal = texture2D (u_texnormal, v_texCoord).rgb * 2.0 - 1.0;

    vec3 halfdir = normalize (normalize(u_lightdir) + normalize(u_viewdir));

    float diff = max (0.0, dot (normal, u_lightdir));
    float nh = max (0.0, dot (normal, halfdir));
    float spec = pow (nh, u_spec);

    vec4 c = material  * u_lightcolor * diff * spec ;

    gl_FragColor = vec4(c.r,c.g,c.b,material.a);

}</code></pre>
<p>but using initWithSpriteFrameName like i wrote it before doesn't seams to load the shader<br />
I had to enable VBO in ccConfig in order to compile on device , i don't know if that's related.
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-108984</link>
			<pubDate>Fri, 05 Aug 2011 15:37:25 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">108984@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>What does frame.texture return ?
</p></description>
		</item>
		<item>
			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-108974</link>
			<pubDate>Fri, 05 Aug 2011 15:03:01 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108974@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hi , i did a bumpmap shader with some exemple code found arround the web and the great tutorial  ,it's working great so far , here is the fragment shader for the one who are interested :</p>
<pre><code>#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec4 u_lightcolor;
uniform float u_spec;
uniform vec3 u_lightdir;
uniform sampler2D u_texcolor;
uniform sampler2D u_texnormal;

void main()
{
    vec4 material = texture2D (u_texcolor, v_texCoord) * v_fragmentColor;
    vec3 normal = texture2D (u_texnormal, v_texCoord).rgb * 2.0 - 1.0;

    vec3 halfdir = normalize (normalize(u_lightdir) );

    float diff = max (0.0, dot (normal, u_lightdir));
    float nh = max (0.0, dot (normal, halfdir));
    float spec = pow (nh, u_spec);

    vec4 c = material  * u_lightcolor * diff * spec ;

    gl_FragColor = vec4(c.r,c.g,c.b,material.a);

}</code></pre>
<p>I d'like to know if that's possible to use texture from a  CCSpriteBatchNode to use in shader , so far i tried out to init that way:<br />
<pre><code>#<a href='http://www.cocos2d-iphone.org/forum/tags/import'>import</a> &#34;Shad.h&#34;

@implementation Shad

- (id)initWithSpriteFrameName:(NSString *)spriteFrameName
{
    self = [super initWithSpriteFrameName:spriteFrameName];
    if (self) {

        CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:@&#34;SphereNormal.png&#34;];

        _NormalTexture = frame.texture;
         //then other stuff...</code></pre>
<p>The texture sprite is loaded but the Normal texture doesn't seams to be loaded , maybe i don't do it the right way?
</p></description>
		</item>
		<item>
			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/6#post-108904</link>
			<pubDate>Fri, 05 Aug 2011 02:54:30 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">108904@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/8023'>MisterX</a>:  It would be a nice feature. If someone develops it, I would add it to cocos2d.
</p></description>
		</item>
		<item>
			<title>MisterX on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108896</link>
			<pubDate>Fri, 05 Aug 2011 01:49:16 +0000</pubDate>
			<dc:creator>MisterX</dc:creator>
			<guid isPermaLink="false">108896@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@riq - Is there currently, or will there be a way, to "batch draw" primitive 2D vector shapes and single vector points with Cocos2D 2.x?</p>
<p>In 1.x you can draw several textured CCNodes in a single draw call.  I would like to know if I will be able to draw several vector shapes and points in a similar fashion, using a single draw call in 2.x.  The vectors and points would of course use shaders to dictate how they render on screen.  I don't even know if batch drawing of primitives is supported in 1.x  But since it was not possible to use shaders on them in 1.x I never looked into it.</p>
<p>When I say several vector shapes, I mean several different shapes.  For example, to draw 30 different, separate polygons, each using a unique set of vector points (stored in an array) to define the connected points of each polygon.  And hopefully include single points (to create "stars" as one example) within the "batch" as well, in addition to the connected line polygons.  My game logic code would treat each polygon or single point "star" as a separate game sprite.
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			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108882</link>
			<pubDate>Thu, 04 Aug 2011 23:06:55 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108882@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>it fixed the warning , awesome thx !
</p></description>
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			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108880</link>
			<pubDate>Thu, 04 Aug 2011 22:56:07 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">108880@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Try to switch to llvm compiler (not llvm+gcc)
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			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108879</link>
			<pubDate>Thu, 04 Aug 2011 22:10:33 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108879@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>OK  i managed porting my game to 2.0.<br />
First i followed the tutorial from your link , very helpfull especially for the fact you need to add shader folder to your project .<br />
Then in order for the project to compile on device , i had to enable VBO in ccConfig . Otherwise i had an error in CCtextureAtlas.<br />
Also i had to change default texture format to 8888 instead of 4444 to have better looking stuff :)<br />
I'm quite exited now to add awesome effect to my game :)<br />
Only problem i got is still with the Kazmath library<br />
i have 999+ warning like that :<br />
LLVM GCC 4.2 warning<br />
Type qualifiers ignored on function return type<br />
i think it's slowing down compilation as it take more or less 30 second to compile :(<br />
Any idea to fix that?
</p></description>
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			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108849</link>
			<pubDate>Thu, 04 Aug 2011 17:46:58 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108849@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Wow that was the faster answer i ever had on a forum ! thx i'm gona check that!
</p></description>
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			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108848</link>
			<pubDate>Thu, 04 Aug 2011 17:44:00 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">108848@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>To setup correctly a cocos2d + shaders, please follow the instructions from this tutorial:<br />
<a href="http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0" rel="nofollow">http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0</a>
</p></description>
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			<title>sanch on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-108847</link>
			<pubDate>Thu, 04 Aug 2011 17:41:28 +0000</pubDate>
			<dc:creator>sanch</dc:creator>
			<guid isPermaLink="false">108847@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Hello , i just tried the gles2.0 branch , so far the exemple compile fine , but i failed having a template working , they seams to install fine , but then there is a problem with the kazmath libs , i don't have much experience with xcode yet , so i tried changing search path but i couldn't find a way to have a template working .<br />
Anyway i'm very impatient to try out the shader , it gona be really awesome to create stuff like electricity , water ... and very exited about adding nice lighting effect... also vertex shader are quite exiting. I have a lot of experience with shader but on directx but i guess it's not that different.<br />
I'm working on a game right now , and i'll be very happy to be able to have a template working to upgrade my code.<br />
Maybe it is a bit to early to do that? when do you think to do a first release?<br />
thx
</p></description>
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			<title>riq on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-107692</link>
			<pubDate>Fri, 29 Jul 2011 02:18:12 +0000</pubDate>
			<dc:creator>riq</dc:creator>
			<guid isPermaLink="false">107692@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>@<a href='http://www.cocos2d-iphone.org/forum/profile/52305'>kik</a>: For the moment the API is very similar... perhaps 95% similar. But cocos2d 2.x, once it is released, it could be 100% compatible, or 1% compatible... The idea of 2.x is that we could improve the API without the restriction of being backward compatible.
</p></description>
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			<title>kik on "[devel] OpenGL ES 2.0 support"</title>
			<link>http://www.cocos2d-iphone.org/forum/topic/6074/page/5#post-107289</link>
			<pubDate>Wed, 27 Jul 2011 07:06:53 +0000</pubDate>
			<dc:creator>kik</dc:creator>
			<guid isPermaLink="false">107289@http://www.cocos2d-iphone.org/forum/</guid>
			<description><p>Is cocos2d 2.x API similar/identical to cocos2d 1.x or will majority be changed?</p>
<p>I am currently developing a game with cocos2d 1.0 and I was thinking to jumping to cocos2d 2.x someday but do I have to make a LOT of changes in my project to make it work?
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