OpenGL ES is an opengl api for embedded systems. This is simpler than regular opengl in terms of the number of api functions, but it can be harder to use since you have to use vertex buffers and write more shaders.
When you use regular opengl, you can use glBegin and glEnd to enclose the geometry primitives you need to draw, but when using Opengl ES you will have to use vertex buffers. I think this is about performance issues.
There are currently two versions of Opengl ES, version 1.1 only supports the fixed rendering pipeline, and version 2.0 supports the glsl shader. However, it does not have a fixed rendering pipeline. In other words, you will need to write your own shader for everything.
Opengl ES is mainly used on mobile phones and on the Internet (webgl). According to the specification, your opengl desktop driver can support all opengl es apis.
Bill Yan Aug 24 2018-11-18T00: 00Z
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