Remember though, OpenGL ES 2.0 is fully shader based, which
means you can’t draw any geometry without having the appropriate shaders
loaded and bound. This means there is more setup code required to render
than there was in desktop OpenGL using fixed function processing.
OGLES 2.0 完全基于阴影渲染器,这意味着如果没有加载适当范围的阴影渲染器你将无法绘制任何几何图形。 我们需要比使用定点方法的桌面OpengGL更多的代码来设置渲染环境。