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    copied!<p>As stated in the <a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0363d/CJAJHGHF.html" rel="nofollow">Mali GPU OpenGL ES Application Development Guide</a>:</p> <blockquote> <p>OpenGL ES 1.1 and OpenGL ES 2.0 are subsets of the full OpenGL standard. When using the OpenGL ES API, there are limitations that you must be aware of when developing your applications.</p> <p>For example, the following OpenGL functionality is not present in either OpenGL ES 1.1 or OpenGL ES 2.0:</p> <ol> <li><p>There is no support for glBegin or glEnd. Use vertex arrays and vertex buffer objects instead.</p></li> <li><p>The only supported rasterization primitives are points, lines and triangles. Quads are not supported.</p></li> <li><p>There is no polynomial function evaluation stage.</p></li> <li><p>You cannot send blocks of fragments directly to individual fragment operations.</p></li> <li><p>There is no support for display lists.</p></li> </ol> <p>In addition, the following OpenGL functionality is not present in OpenGL ES 2.0:</p> <ol> <li><p>There is no support for the fixed-function graphics pipeline. You must use your own vertex and fragment shader programs.</p></li> <li><p>There is no support for viewing transforms such as glFrustumf. You must compute your own transformation matrix, pass it to the vertex shader as a uniform variable, and perform the matrix multiplication in the shader.</p></li> <li><p>There is no support for specialized functions such as glVertexPointer and glNormalPointer. Use glVertexAttribPointer instead.</p></li> </ol> </blockquote> <p>You can always refer to <a href="http://www.khronos.org/opengles/2_X/" rel="nofollow">the OpenGL ES specification</a> and see if a function / feature is supported.</p>
 

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