
Firefox, for instance, is already using ANGLE to render WebGL content on Windows.ĪNGLE is a necessary step in our continued efforts to push the web platform forward. Because it's a standalone library, open-source project ANGLE can help other software projects in the same way. Using ANGLE allows us to issue OpenGL ES commands in Chrome's graphics systems and not worry about the user's computer having OpenGL drivers - ANGLE translates these commands into Direct3D 9 API calls.ĪNGLE helps Chrome use a single, open graphics standard and remain portable across platforms. Mac and Linux already enjoy solid OpenGL support, but on Windows OpenGL drivers are not sufficiently widespread to be relied upon. This is a major step forward for the project, and a major event for OpenGL ES support on Windows. Thanks to continued work from TransGaming, in collaboration with Google engineers and other contributors, ANGLE has reached an important milestone: It now passes the rigorous OpenGL ES 2.0 test suite and ANGLE version 1.0 has been certified as a compliant GL ES 2.0 implementation. At the time it was announced, ANGLE only supported a subset of the OpenGL ES 2.0 API. and when you have more time no problem to make a quick view on the old versions for more understanding how the things were and get developed and why.In March of last year we introduced ANGLE as the engine that would power Chrome's GPU rendering on Windows. so I advise you to start learning or using OpenGL ES 3.0+ (in case its your target API) because now and the next generation will not use the old versions especially with more powerful hardware and graphics cards we have today and if your target is OpenGL start with v3.3+ or 4.0+. the last version of OpenGL ES is 3.2 it can now provide support for Tessellation for additional geometry details and new geometry shaders. OpenGL ES has less terms and functions than OpenGL, think of it as you are taking just what you need for that system, because if we dont need a function in whole our work or the hardware can't deal with it, then no mean to add that function but this also makes the use of this API more hard because of the need to write more Shaders and complicated codes to make something simple because OpenGL ES does not provide Shaders in the graphics pipeline as OpenGL. so its a subset of OpenGL and widely used in cell phones and some VR systems, it's designed for less sophisticated hardware. OpenGL ES is simply the OpenGL API for embedded systems (OpenGL ES refers to OpenGL Embedded Systems).
