
Despite the superficial commonality, they are handled quite different in usage.

In Direct3D 11, these roughly map to constant buffers, vertex buffers, and subresources. In OpenGL ES 2.0, data is passed to and from shader programs in four ways: as uniforms for constant data, as attributes for vertex data, as buffer objects for other resource data (such as textures). OpenGL ES 1.0 and 1.1 were the first portable mobile graphics APIs, defined relative to the OpenGL 1.During the process of porting to Direct3D 11 from OpenGL ES 2.0, you must change the syntax and API behavior for passing data between the app and the shader programs. It remains a prevalent API today, and still is the most widely available 3D graphics API, and remains a solid choice to target the widest range of devices in the market. OpenGL ES 2.0 was the first portable mobile graphics API to expose programmable shaders in the then latest generation of graphics hardware. OpenGL ES 3.0 was another evolutionary step for OpenGL ES, notably including multiple render targets, additional texturing capabilities, uniform buffers, instancing and transform feedback. OpenGL ES 3.1 - Bringing Compute to Mobile Graphicsĭespite being only a bump in the minor revision of the API, OpenGL ES 3.1 was an enormous milestone for the API, as it added the ability to do general purpose compute in the API, bringing compute to mobile graphics. The latest in the series, OpenGL ES 3.2 added additional functionality based on the Android Extension Pack for OpenGL ES 3.1, which brought the mobile API's functionality significantly closer to it's desktop counterpart - OpenGL. OpenGL ES API Versions at a Glance OpenGL ES 3.2 - Additional OpenGL functionality
