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It sounds like it. He could just package it up a bit better, release it and render this whole discussion moot.


And OpenGL ES only existed for 5 years before someone came along as was pissed off enough to do it!

Edit: 5 years was OpenGL ES 2.0, can't seem to find a date for OpenGL ES 1.0, but suffice to say it was around for quite some time.


> And OpenGL ES only existed for 5 years before someone came along as was pissed off enough to do it!

Eh, he's hardly the first guy to do this. Appendix D of my copy of Graphics Shaders: Theory and Practice contains a simple reimplementation of Immediate Mode on top of VBOs for people with a burning desire to prototype their code as if it were 1998 again.

And in reality, in most modern OpenGL (non-ES) implementations, the actual hardware-backed bits basically look like the OpenGL ES API, and all of the legacy cruft is implemented in exactly the same kind of software shim.




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