OpenGL ES 1.0 Primer
•Roughly OpenGL 1.3
•Removes
–Display List
–glBegin/glEnd
–Texgen
–Environment Maps
–Evaluators
•
•Adds
–Fixed Point type/entry points
–Byte type more universal
Open standards API from the Khronos Group

So how does OpenGL-ES differ form OpenGL?
•OpenGL-ES 1.0 is that OpenGL-ES 1.0 is basically OpenGL 1.3 minus some stuff.
•“Classic” Immediate mode – not really a high performance model so not really missed
•Display lists
•Rarely used features like: evaluators and selection
•Some useful stuff: texture coordinate generation and cube environment maps

•ES adds some things that are useful to embedded
•Fixed-point and byte- type entry points  (useful in minimizing conversions)

OpenGL-ES is not significantly different than standard OpenGL
•If you are an OpenGL developer, the initial transition to OpenGL-ES should not be too difficult.
•The challenge is in maximizing performance.