OpenGL ES Specification, Header files, EGL, and Manuals

OpenGL ES - The Standard for Embedded Accelerated 3D Graphics

OpenGL ESOpenGL® 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.

OpenGL ES - All Specifications, Header files, Manuals and Supporting Documents

OpenGL ES 1.X - for Fixed Function Hardware

OpenGL ES 1.1 and OpenGL ES 1.1 Extension Pack

For fixed function hardware: OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and emphasizes hardware acceleration of the API, but is fully backwards compatible with 1.0. It provides enhanced functionality, improved image quality and optimizations to increase performance while reducing memory bandwidth usage to save power. The OpenGL ES 1.1 Extension Pack is a collection of optional extensions added to OpenGL ES 1.1 that reduced variability and bring significant improvements in image quality and performance. Learn More...

The OpenGL ES 1.1 specification and extension pack, header files, and optional extension specifications are available in the OpenGL ES API Registry.

The OpenGL ES 1.1 and EGL Online Manual Pages are also available.

OpenGL ES 1.1 Extension Pack Specification (.PDF)


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.

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The old OpenGL ES 1.0 and EGL 1.0 Reference Manual is obsolete and has been removed.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 2.X - for Programmable Hardware

For programmable hardware: OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification and emphasizes a programmable 3D graphics pipeline with the ability to create shader and program objects and the ability to write vertex and fragment shaders in the OpenGL ES Shading Language. OpenGL ES 2.0 does not support the fixed function transformation and fragment pipeline of OpenGL ES 1.x. Learn More...

The OpenGL ES 2.0 specification, header files, and optional extension specifications are available in the OpenGL ES API Registry.

The OpenGL ES 2.0 Online Manual Pages are also available.


OpenGL ES-SC for Safety Critical

OpenGL SC 1.0

For Safety Critial applications: OpenGL SC 1.0 is defined relative to the OpenGL 1.3 specification and is designed to meet the needs of the safety critical market in Avionics, Industrial, Military and Automotive applications including D0178-B certification. Learn More...

OpenGL SC 1.0 at a glance

The Safety Critical Profile for OpenGL is defined to meet the unique requirements of the for safety-critical applications such as avionics and automotive instrumentation displays. OpenGL SC 1.0 removes functionality from OpenGL ES 1.0 to minimize implementation and safety certification costs. It also adds functionality, such as display lists, that are required to support legacy and auto-generated display applications in safety critical markets.

For Safety Critical applications: OpenGL SC 1.0 is defined relative to the OpenGL 1.3 specification and is designed to meet the needs of the safety critical market in Avionics, Industrial, Military and Automotive applications including D0178-B certification.

OpenGL SC Registry

The OpenGL SC 1.0 core API specification and header file, as well as the guiding philosophy document, are in the OpenGL SC API Registry

OpenGL SC API Registry: Core API Specification and Headers
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