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> Now that smartphones and tablets have respectable GPUs in them, is there any reason why they shouldn't implement the full OpenGL spec?

To what benefit?

OpenGL ES is basically OpenGL minus all of the bits you really really should have stopped using over a decade ago. Originally all of that crap was culled out because it was only realistic to write new software for such resource constrained devices anyways, so why burden driver authors and hardware with the need to support crap that should never be used anyways?

Now that mobile device CPU/GPUs are powerful enough to start being appealing as targets for porting OpenGL-based applications, I think the proper response is less "great, slather back on all of the deprecated legacy cruft from the desktop version of OpenGL" and more "for the love of god update your rendering pipeline to reflect the last 15 years of progress".




Afaik OpenGL ES 2.0 is only a subset of OpenGL 2.0, and doesn't have anything from latter versions (3.x and 4.x). Fixed-function pipeline was removed in OpenGL 3.1 (core). See eg OSX implementation of OpenGL.

So OpenGL ES is not OpenGL minus legacy bits. It was that back in the day, but today it is far smaller subset. Implementing OpenGL > 3.0 would not require implementing fixed-function pipeline, and would benefit programmers using the latest and greatest features.




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