User talk:Sasuke2532

OpenGL for Embedded Systems (OpenGL ES or GLES) is a subset 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.

The API is cross-language and multi-platform. There is no equivalent to OpenGL libraries like GLUT or GLU for OpenGL ES. OpenGL ES is managed by the non-profit technology consortium Khronos Group.

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.

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.

OpenGL ES 1.0
OpenGL ES 1.0 contained much functionality stripped from the original OpenGL API and a little bit added. One significant difference between OpenGL and OpenGL ES is that OpenGL ES removed the need to bracket OpenGL library calls with  and. Other significant differences are that the calling semantics for primitive rendering functions were changed in favor of vertex arrays, and fixed-point data types were introduced for vertex coordinates. Attributes were also added to better support the computational abilities of embedded processors, which often lack a floating point unit (FPU). Many other functions and rendering primitives were removed in version 1.0 to produce a lightweight interface, including:


 * quad and polygon rendering primitives,
 * texgen, line and polygon stipple,
 * polygon mode and antialiased polygon rendering are not supported, although rendering using multisample is still possible (rather than alpha border fragments),
 * pixel class operation are not supported, nor are bitmaps or 3D textures,
 * several of the more technical drawing modes are eliminated, including frontbuffer and accumulation buffer. Bitmap operations, specifically copying pixels (individually) is not allowed, nor are evaluators, nor (user) selection operations,
 * display lists and feedback are removed, as are push and pop operations for state attributes,
 * some material parameters were removed, including back-face parameters and user defined clip planes.

OpenGL ES 1.1
OpenGL ES 1.1 added features such as mandatory support for multitexture, better multitexture support (including combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering.

OpenGL ES 2.0
OpenGL ES 2.0 was publicly released in March 2007. It is based roughly on OpenGL 2.0, but it eliminates most of the fixed-function rendering pipeline in favor of a programmable one in a move similar to transition from OpenGL 3.0 to 3.1. Control flow in shaders is generally limited to forward branching and to loops where the maximum number of iterations can easily be determined at compile time. Almost all rendering features of the transform and lighting stage, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1. Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the  extension.

OpenGL ES 3.0
The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL 4.3 provides full compatibility with OpenGL ES 3.0.

New functionality in the OpenGL ES 3.0 specification includes:
 * multiple enhancements to the rendering pipeline to enable acceleration of advanced visual effects including: occlusion queries, transform feedback, instanced rendering and support for four or more rendering targets,
 * high quality ETC2 / EAC texture compression as a standard feature, eliminating the need for a different set of textures for each platform,
 * a new version of the GLSL ES shading language with full support for integer and 32-bit floating point operations;
 * greatly enhanced texturing functionality including guaranteed support for floating point textures, 3D textures, depth textures, vertex textures, NPOT textures, R/RG textures, immutable textures, 2D array textures, swizzles, LOD and mip level clamps, seamless cube maps and sampler objects,
 * an extensive set of required, explicitly sized texture and render-buffer formats, reducing implementation variability and making it much easier to write portable applications.

OpenGL ES 3.1
The OpenGL ES 3.1 specification was publicly released in March 2014. New functionality in OpenGL ES 3.1 includes:
 * Compute shaders
 * Independent vertex and fragment shaders
 * Indirect draw commands

OpenGL ES 3.1 is backward compatible with OpenGL ES 2.0 and 3.0, thus enabling applications to incrementally incorporate new features.

OpenGL ES 1.0
OpenGL ES 1.0 added an official 3D graphics API to the Android and Symbian operating systems, as well as by QNX It is also supported by the PlayStation 3 as one of its official graphics APIs (the other one being low level libgcm library) with Nvidia's Cg in lieu of GLSL. The PlayStation 3 also includes several features of the 2.0 version of OpenGL ES.

OpenGL ES 1.1
The 1.1 version of OpenGL ES is supported by:


 * Android 1.6
 * Apple iOS for iPad, iPhone, and iPod Touch
 * RIM's BlackBerry 5.0 operating system series (only BlackBerry Storm 2, BlackBerry Curve 8530 and later models have the needed hardware )
 * BlackBerry PlayBook
 * BlackBerry BB10
 * The Palm webOS, using the Plug-in Development Kit
 * Nintendo 3DS

OpenGL ES 2.0
Supported by:
 * The Android platform since Android 2.0 through NDK and Android 2.2 through Java
 * Apple iOS 5 or later in iPad, iPad Mini, iPhone 3GS or later, and iPod Touch 3rd generation or later
 * BlackBerry devices with BlackBerry OS 7.0 and Blackberry 10, as well as the BlackBerry PlayBook
 * Google Native Client
 * Various Nokia phones (such as Symbian^3 based Nokia N8 and Maemo based Nokia N900 )
 * Palm webOS, using the Plug-in Development Kit
 * The Pandora console
 * The Raspberry Pi
 * The Odroid
 * Various Samsung mobile phones (such as the Wave)
 * Web browsers (WebGL)
 * The Ouya video game console
 * The GCW-Zero console

OpenGL ES 3.0
Supported by:
 * Android since version 4.3, on devices with appropriate hardware and drivers, including:
 * Nexus 7 (2013)
 * Nexus 4
 * Nexus 5
 * Nexus 10
 * HTC Butterfly S
 * HTC One/One Max
 * LG G2
 * LG G Pad 8.3
 * Samsung Galaxy S4 (Snapdragon version)
 * Samsung Galaxy Note 3
 * Samsung Galaxy Note 10.1 (2014 Edition)
 * Sony Xperia Z/ZL
 * Sony Xperia Z1
 * Sony Xperia Z Ultra
 * Sony Xperia Tablet Z


 * iOS since version 7, on devices including:
 * iPhone 5S
 * iPad Air
 * iPad mini with Retina display


 * BlackBerry
 * BlackBerry 10 OS version 10.2 in BlackBerry Z30.

Supported by some recent versions of these GPUs:  
 * Adreno 3xx and 4xx series (Android, Windows Phone 8, Windows RT)
 * Mali T6xx series (Android, Linux, Windows 7)
 * PowerVR Series6 (iOS, Linux)
 * Vivante (Android, OS X 10.8.3, Windows 7)
 * Nvidia (Android, Linux, Windows 7)
 * Intel (Linux)

Your submission at Articles for creation: sandbox (April 22)
 Your recent article submission to Articles for Creation has been reviewed! Unfortunately, it has not been accepted at this time. Please read the comments left by the reviewer on your submission. You are encouraged to edit the submission to address the issues raised and resubmit when they have been resolved. ''' Thank you for your contributions to Wikipedia! '''
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(t) Josve05a  (c) 16:12, 22 April 2014 (UTC)
 * You can also get real-time chat help from experienced editors.

You seem to have got rather confused. You submitted an article for creation request at User:Sasuke2532/sandbox but the content was blank. You have, however, apparently pasted what you may have intended to be the content in 3 places, namely: none of which is the right place for a draft article. I was going to suggest that you try again through the AFC process, but then I saw that the subject of your draft was OpenGL ES, for which the article already exists with apparently very similar content to your draft, so I am rather confused as to what you are trying to do? --David Biddulph (talk) 18:18, 22 April 2014 (UTC)
 * on this page (where I have collapsed the display),
 * on WikiProject Articles for creation/Help desk, and
 * on Requests for arbitration/Gobonobo,