I think that the first thing that must come with OpenGL ES 2.0 are shaders. I assume that this will be, so I'm move to the next topic. OpenGL really needs quaternion support. I'm not talking about a library to manage quats, but functions like glRotate that accepts quats. Transformation matrices are useful, but almost all middle-large applications, needs quats (this is applicable to OpenGL 2.1 too...) so, why not include quaternion support? they are equal or more useful than the standar rotation matrices for simple applications, but very powerfull for more complex ones.
[ May 18, 2005: Message edited by: Jacobo Rodriguez ]