Opengl 20

| Feature | OpenGL 2.0 | Direct3D 9.0c | | :--- | :--- | :--- | | Shading Language | GLSL (cross-platform) | HLSL (Windows/Xbox only) | | Pipeline Architecture | Programmable Vertex/Fragment | Programmable Vertex/Fragment | | Extensibility | Rich extension mechanism (NV, ATI, ARB) | Strict vendor update cycles | | Platform Support | Windows, Linux, macOS, consoles | Windows primarily |

The mobile version of this standard became the backbone of the smartphone revolution. If you played an early 3D game on an iPhone or Android, you were likely using the mobile "subset" of OpenGL 2.0. opengl 20

Unreal Engine 3, Doom 3, and Half-Life 2 (with patches) leveraged OpenGL 2.0 for dynamic per-pixel lighting, normal mapping, and parallax occlusion mapping. | Feature | OpenGL 2

// Pseudocode - using GLUT or SDL glutInitContextVersion(2, 0); glutInitContextProfile(GLUT_CORE_PROFILE); // Optional in 2.0 // Pseudocode - using GLUT or SDL glutInitContextVersion(2,

This replaced hundreds of lines of glBegin() / glEnd() and glLightfv() calls.

#version 110 varying vec3 v_color;