OpenGL ES 2.0 adds support for shaders corresponding to OpenGL 2.0. Android GLES 2.0) there is no OpenGL error queue storage, only last error is stored. ES adds the option to specify coordinates etc as fixed-point values (calls with an x suffix) instead of floating-point ( f suffix).No support for polygons other than triangles.No Begin/ End grouping and associated calls for individually specifying vertex info: instead, you must use the xxx Pointer calls to pass entire buffers of coordinates at a time, and then draw them with DrawArrays (selecting contiguous subarrays) or DrawElements (selecting individual array elements by index).OpenGL ES differs from regular OpenGL in the following main ways: For example, it is available as standard on smartphones running both Apple’s IOS and Google’s Android operating system. It slims down the rather large OpenGL API to the bare essentials, so that it can be implemented on devices with simpler, cheaper hardware, and above all, low enough power requirements to run on batteries. OpenGL ES is an “embeddable subset” of OpenGL.