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by yoklov 4405 days ago
OpenGL ES isn't really a departure from OpenGL, and most of the problems with OpenGL (all the ones mentioned here, I believe) apply to OpenGL ES.

OpenGL ES isn't trying to be a clean break. It's just a stripped down version of the given version suitable for embedded environments (e.g. OpenGL ES 2 is a stripped down version of OpenGL 2.0, ES3 => 3.0, ...).

1 comments

GLES also introduces a logical split between memory management (buffers, surfaces) and rendering/acceleration.

The traditional OpenGL drivers have everything in a single near-monolithic bundle. Low-level memory management is tightly coupled with the high-level 3D primitives and the graphics driver implementation.

With OpenGL ES, the actual buffer and surface management has been split into EGL. GLES has the "useful" GL implementation.

My understanding is quite limited, as the only reason I know about this is that I have been involved in integrating Wayland into embedded systems.