OpenGL ES 1.x has been around for a while. On Android it’s been replaced by OpenGL ES 2.0 (99% of all devices) and more recently OpenGL ES 3.0. On the desktop, our OpenGL ES 2.0 emulation requires a graphics card supporting desktop OpenGL 2.1, released in 2006, and savely assumed to be available to pretty much everyone. WebGL is essentially OpenGL ES 2.0, 1.x will not be supported. And iOS is OpenGL ES 2.0 everywhere as well.
Removing OpenGL ES 1.x has a few benefits:
- Removal of a lot of legacy code in the Android backend
- Simplification of existing APIs
- OpenGL ES 2.0 as default, power-of-two textures wouldn’t confuse newcomers anymore (though you might still want to use power-of-two with GLES 2.0!)
Of course there are drawbacks:
- Legacy apps relying on GLES 1.x couldn’t use the latest libgdx
- Some tutorials on the web might get outdated
What do you think?