|
|
|
|
|
by belandrew
4706 days ago
|
|
ES is a subset of OpenGL for embedded systems since it requires less die space on the hardware and is lighter on the software side as well. Anything that runs on ES should also run on standard OpenGL implementations but the reverse is not true. ES is supported on mobile phones and tablets, like Android and IOS, where people would obviously like browser support. If they used full OpenGL, they would lose out on those markets. |
|
Not exactly true, AFAIK, OpenGL 4.1 was the first "full" OpenGL version which was fully API-compatible with ES (2.0, you need OpenGL 4.3 for ES 3.0 API-compatibility).
IIRC, none of the OpenGL versions prior to 4.1 were complete supersets of OpenGL ES.