OpenGL ES

It is designed for embedded systems like smartphones, tablet computers, video game consoles and PDAs.

The GLU library and the original GLUT are not available for OpenGL ES, freeglut however, supports it.

OpenGL ES is managed by the non-profit technology consortium Khronos Group.

Vulkan, a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices.

Attributes were also added to better support the computational abilities of embedded processors, which often lack a floating point unit (FPU).

[2] OpenGL ES 1.1 added features such as mandatory support for multitexture, better multitexture support (including combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering.

[7] Control flow in shaders is generally limited to forward branching and to loops where the maximum number of iterations can easily be determined at compile time.

[25] For complete list of companies and their conformant products, view here OpenGL ES 1.0 added an official 3D graphics API to the Android[26] and Symbian OS v8.0a[27][28] operating systems, as well as by QNX[29] It is also supported by the PlayStation 3 as one of its official graphics APIs[30] (the other one being low level libgcm library) with Nvidia's Cg in lieu of GLSL.

From the AEP, OpenGL ES 3.2 compliant hardware will support Tessellation for additional geometry detail, new geometry shaders, ASTC texture compression for a smaller memory bandwidth footprint, floating point render targets for high accuracy compute processes, and new debugging features for developers.

[53] There is currently no plan for a new core version of OpenGL ES, as adoption of Vulkan has been deemed to displace it in embedded and mobile applications.