What are the exact differences between OpenGL ES 2.0 and OpenGL 4.1. I'm aware of the fact that OpenGL ES 2.0 is a subset of OpenGL 4.1. But what exactly are the capabilities that are not available in OpenGL ES 2.0.
I would like to start developing a desktop application using the OpenGL ES 2.0 subset alone( Because we have a great learning material in the form of OpenGL ES Programming Guide ) and I would like to know what I would be missing.
The main difference between the two is that OpenGL ES is made for embedded systems like smartphones, while OpenGL is the one on desktops. On the coding level, OpenGL ES does not support fixed-function functions like glBegin/glEnd etc... OpenGL can support fixed-function pipeline (using a compatibility profile).
OpenGL is a cross-platform graphics API that specifies a standard software interface for 3D graphics processing hardware. OpenGL ES is a subset of the OpenGL specification for embedded devices. To be Android compatible, devices need to provide drivers for EGL, OpenGL ES 1.
OpenGL ES is a flavor of the OpenGL specification intended for embedded devices. Android supports several versions of the OpenGL ES API: OpenGL ES 1.0 and 1.1 - This API specification is supported by Android 1.0 and higher. OpenGL ES 2.0 - This API specification is supported by Android 2.2 (API level 8) and higher.
OpenGL 4.0 (2010)
OpenGLES 2.0 is based on the OpenGL 2.0 spec and does not support the fixed function pipeline. The fixed function pipeline wasn't removed from the OpenGL spec until version 3.1 and then some hardware manufactures refused to remove the fixed function pipeline.
A good place to start is the official OpenGLES page. This will tell you all you need to know relative to the OpenGL 2.0 spec. I'm not sure if there is a comparison between OpenGL 2.0 and 4.1 without looking at all of the intermittent specs.
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