Using open gl and renderer IOS

Currently I am finishing up a game for windows and IOS but ran into a problem on the IOS. When you create the renderer it will set your Major version to 2.0 even if you set it in your app to gles 1.1. I need to use 1.1 because I am using old fixed pipeline functions like translatef or rotate. I know I should just switch to 2.0 and use vertex shaders but then I would have to learn shadders and rewrite my code. If you have any ideas or know of some hack job way of forcing the glcontext to 1.1 let me know.

Are you using the renderers systems or creating the gl context
directly? They behave quite differently although I’ve opened an
enhancement request for more consistency between the two
http://bugzilla.libsdl.org/show_bug.cgi?id=1274

There was a discussion from a couple of weeks ago that brought the
differences up:
http://forums.libsdl.org/viewtopic.php?t=7489&sid=15cf5e654bb9a1a6f21bfbd67c1d5347
Finally i suggest that you read these great tutorials that you can
find here: http://immersedcode.org/2011/4/25/sdl-on-ios/

Best,
VittorioOn Sun, Sep 4, 2011 at 12:50 AM, cory_mcm <cory_mcm at hotmail.com> wrote:

Currently I am finishing up a game for windows and IOS but ran into a
problem on the IOS. When you create the renderer it will set your Major
version to 2.0 even if you set it in your app to gles 1.1. I need to use 1.1
because I am using old fixed pipeline functions like translatef or rotate. I
know I should just switch to 2.0 and use vertex shaders but then I would
have to learn shadders and rewrite my code. If you have any ideas or know of
some hack job way of forcing the glcontext to 1.1 let me know.


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