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OpenGL for Embedded Systems ( OpenGL ES or GLES ) is a subset [2] 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 . OpenGL ES is the "most widely deployed 3D graphics API in history". [3]

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. [4]

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.