title: Transitioning from OpenGL ES 1.1 to OpenGL ES 2.0
body: <p>It's been a while since iPhone 3GS came out, and now there <em>might</em> be enough market share of OpenGL ES 2.0 supporting devices to warrant developing in it.</p>
  
  <p>But the situation is a lot of developers probably already have huge code bases in OpenGL ES 1.1</p>
  
  <p>How does one transitionf rom ES 1.1 to ES 2.0? I suppose the matrices need to be taken care of, as well as stuff like GL_FOG, GL_CULL maybe?</p>
  
  <p>Is it possible to write "substitutes" for these functions, e.g your own glTranslatef, glPushmatrix etc? Will this mean performance hit?</p>
  
  <p>What other considerations are there for transitioning to ES 2.0? What advantages and disadvantages (besides the obvious device support issue) comes with using either of these?</p>
  
  <p>Looking at the amount of es 2.0 tags compared to standard es tags in stackoverflow, it looks like it's not the time for 2.0 yet though.</p>