OpenGL ES 1.0
OpenGL ES 1.0 at a glance
OpenGL ES 1.0 is defined relative to the OpenGL 1.3 specification and emphasizes enabling software rendering and basic hardware acceleration using the API.
- OpenGL ES 1.0.02 Specification (.PDF, 240 KB)
- OpenGL ES 1.0 .h header file (right click to download)
- The old OpenGL ES 1.0 and EGL 1.0 Reference Manual is
obsolete and has been removed. Please use the
OpenGL ES 1.1 Online Manual Pages instead.
OpenGL ES 1.0
OpenGL ES 1.0 is defined relative to the OpenGL 1.3 specification and emphasizes enabling software rendering and basic hardware acceleration using the API.
EGL
EGL
EGL at a glance
EGL provides mechanisms for creating rendering surfaces onto which client APIs like OpenGL ES and OpenVG can draw, creates graphics contexts for client APIs, and synchronizes drawing by client APIs as well as native platform rendering APIs. This enables seamless rendering using both OpenGL ES and OpenVG for high-performance, accelerated, mixed-mode 2D and 3D rendering.
EGL (Native Platform Graphics Interface)
EGL Native Platform Graphics Interface is an interface portable layer for graphics resource management - and works between rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system. Learn More...
The EGL 1.4 specification, header files, and optional extension specifications are available in the Khronos Registry
The OpenGL ES 1.0 Common Pipeline
OpenGL ES is a low-level API that enables the lightest weight interface between software and hardware, with well-proven specification of advanced graphics techniques from OpenGL.
Using the OpenGL 1.3 pipeline features as the basis, the OpenGL ES 1.0 pipeline includes:
- Geometry Processing
- Vertex Arrays
- Points, Lines, Triangles
- Matrix Stack
- Viewport, DepthRange
- Vertex Lighting
- ShadeModel
- Rasterization
- Multisampling (optional)
- Points & anti-aliased points
- Lines & anti-aliased lines
- Polygons
Face Culling - PolygonOffset - fill mode
- Texture Mapping
- 2D Textures
- Wrap repeat, edge_clamp
- Compressed Texture
- TexSubImage, CopyTexImage
- Multitexture
- RGBA pixel and packed pixel formats, L, LA
- All Filters
- Fragment Processing
- Fog
- Scissor Test
- Alpha Test
- Stencil Test (optional)
- Depth Test (optional)
- Blending
- Logic Op
- Dither
- Framebuffer Operations/Miscellaneous
- Clear
- ReadPixels / Alpha Test / Dither
- Flush/Finish
- Hint
- Get-static state (constants)




OpenGL® ES is a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles. It consists of well-defined subsets of desktop OpenGL, creating a flexible and powerful low-level interface between software and graphics acceleration. OpenGL ES includes profiles for floating-point and fixed-point systems and the EGL™ specification for portably binding to native windowing systems. OpenGL ES 1.X is for fixed function hardware and offers acceleration, image quality and performance. OpenGL ES 2.X enables full programmable 3D graphics. OpenGL SC is tuned for the safety critical market.