

And understanding the basics is actually quite straightforward. The thought of dabbling around in shaders might scare some people away from using ES 2.0, but it’s well worth reading up on it as shaders allow you to do some pretty incredible things. That’s why it’s called a programmable pipeline. Basically, in OpenGL ES 2.0, everything is rendered with shaders. However, if you’d like to render a Mesh in OpenGL ES 2.0 you will have to supply a valid shader yourself. libGDX comes with a standard shader that will take care of rendering things via SpriteBatch. If you want to work with OpenGL ES 2.0, you should know some shader basics.
