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Shaders

We're as excited as the next gamer about the prospect of OpenGL ES 2.0 shaders on mobile devices. But we know that there aren't enough devices in the market yet to justify huge budgets just for high-end content.

Scalable Content Pipeline

That's why Airplay SDK provides a 'scalable content pipeline'. This means artists and programmers can create materials with shaders and multiple texture stages for OpenGL ES 2.0 devices. If the same assets are run on devices with only OpenGL ES 1.x support, the shaders fall away and only the first 2 texture stages are used (of course, fixed-function effects such as normal mapping are still available for OpenGL ES 1.x). If running on devices without hardware graphics acceleration, only the first texture stage (diffuse map) is used. Additionally, Airplay provides programmers with an abstracted stream-based drawing API, so that only a single set of application rendering code is required to support all graphics platforms (software rendering, OpenGL ES 1.x and OpenGL ES 2.0).

Software rendering OpenGL ES 1.1 OpenGL ES 2.0

Software rendering

OpenGL ES 1.1

OpenGL ES 2.0