title: iPhone cost vs. benefit - OpenGL ES 1.x vs 2.0
body: <p>I'm not sure if this question has been asked already, my stackoverflow-fu has failed me.</p>
  
  <p>So I'm building an OpenGL-ES-based iPhone game and pretty much all of the examples I've found out in the wild are on OpenGL ES 1.x.  Which is fine because at least I'm (re)learning a lot about OpenGL in general.</p>
  
  <p>Now that newer devices support OpenGL-ES 2.0, I'm wondering if anyone has ported their OpenGL-ES 1.x app to 2.0 and if so were there any performance or efficiency gains?  For instance, I can setup my lighting (in 1.x) with glLightf(blahblah) and I'm done with lighting...but apparently that function doesn't exist in 2.0 so I'm forced to write it myself?  So, how can somebody with no experience "programming the pipeline" accomplish this?  Is there a default lighting implementation in 2.0?</p>
  
  <p>I'm probably speaking out of ignorance as I haven't really found any solid iPhone-specific OpenGL-ES 2.0 information.</p>
  
  <p>Any help in this space will be greatly appreciated.</p>