Well I just threw those files out of the project, since I used them nowhere.
(It was only used in ES2Renderer, and I don't use that too)
My big problem is the bug on the iPhone 3GS.
I know it supports OpenGl ES 2.0 with Shaders, Stencil Buffers etc.
But I was under the impression if I just restrict myself to OpenGL ES 1.1 (initializied in ES1Renderer), implementing the graphics would be the same for all machines (iPhones, iPod Touches etc). In the OpenGL ES Project-Template you get one EAGLview and two ESRenderers, where the machines first tries to initialize an ES2Renderer, fails when there are no shaders and then initializes the ES1Renderer instead. I just deleted the part where it tries to start an ES2Renderer and immediately made it use only the ES1Renderer.
To clarify my question:
Does anyone know what could cause the above graphics error?
May the reason be that the iPhone 3GS is not downward compatible to OpenGL ES1.1, i.e. could it be necessary to write 2 seperate 3D-Engines?
PS: This Problem may be 3D-Specific, since the 2D HUD that is on top of my 3D Content seems to work on iPhone 3GS. Most games are 2D, so that may be a reason nobody seemed to be able to help me this far.
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