I have decided to port some of my work to OpenGL|ES. Why reading the depth component should be so slow as you have mentioned somewhere in this forum? glReadPixels is normally not the fastest thing, too. But...there is some support for it. What about the depth buffer. We have accepted painfully the write only vertex buffers. The lack of glPolygonMode, too. What should we do now without access to the depth buffer? How are we supposed to do lens flares and occlusion tests of points generally? For the other missing features we have writen own "emulations". As the pixels are accessible, the depth buffer must be accessible, too. Just make a survey among the developers to inform you which are the most used functions in OpenGL and then make your specs. Possibly, you ask the hardware manufacturers first what would be possible. Ofcourse, they offer you the cheapest possibility for them. I think if you have asked the developers first and then served the ready spec to the manufacturers they would accept this, as they would have no choice. It is just funny to have support for the physically useless matrix palette extension that nobody in the game industry has ever used, and not to have support for the key features of OpenGL. Anyway...I just want to know how you, people, decide what to be and what not to be? This is the question?