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Open GL ES : ウィキペディア英語版
OpenGL ES

OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset〔https://www.khronos.org/opengles/〕 of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games, typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones, computer tablets, video game consoles and PDAs. Open GL ES is the "most widely deployed 3D graphics API in history".〔
The API is cross-language and multi-platform. The libraries GLUT and GLU are not available for OpenGL ES. OpenGL ES is managed by the non-profit technology consortium Khronos Group. Vulkan, a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices.〔(Not dead yet: AMD’s Mantle powers new Vulkan API, VR efforts ), By Joel Hruska, 4 March 2015, ExtremeTech, Ziff Davis〕
== Versions ==
Several versions of the OpenGL ES specification now exist. OpenGL ES 1.0 is drawn up against the OpenGL 1.3 specification, OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification. This means that, for example, an application written for OpenGL ES 1.0 should be easily portable to the desktop OpenGL 1.3; as the OpenGL ES is a stripped-down version of the API, the reverse may or may not be true, depending on the particular features used.
OpenGL ES comes with its own version of shading language (OpenGL ES SL), which is different from OpenGL SL.〔http://stackoverflow.com/a/8872201/239247〕
Version 1.0 and 1.1 both have ''common'' and ''common lite'' profiles, the difference being that the ''common lite'' profile only supports fixed-point instead of floating point data type support, whereas ''common'' supports both.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「OpenGL ES」の詳細全文を読む



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