As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1. Almost all rendering features of the transform and lighting stage, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. Control flow in shaders is generally limited to forward branching and to loops where the maximum number of iterations can easily be determined at compile time. It is roughly based on OpenGL 2.0, but it eliminates most of the fixed-function rendering pipeline in favor of a programmable one in a move similar to the transition from OpenGL 3.0 to 3.1. OpenGL ES 2.0 was publicly released in March 2007. OpenGL ES Extension #10 (became core in ES 2.0) OpenGL ES 1.1 added features such as mandatory support for multitexture, better multitexture support (including combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering.
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