As you remember, Sony officially joined the Khronos group few weeks ago. Now, the Khronos group announced that a new version of OpenGL ES is ready.
The new specifications for OpenGL ES 1.1 take as model OpenGL 1.5 instead of OpenGL 1.3 as OpenGL ES 1.0 did.
What is new ? Well, quite likely are programmable Shaders for starters and quite probably the GL high-level language GLSL.
From the Khronos group\'s website, here is the list of "What\'s new in OpenGL ES 1.1":
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OpenGL 1.5 is the reference specification. OpenGL ES 1.0 was defined relative to OpenGL 1.3. OpenGL ES 1.1 is defined relative to the
OpenGL 1.5 specification•
Buffer objects provide a mechanism that clients can use to allocate, initialize and render from memory. Buffer objects can be used to store vertex array and element index data.
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Auto mipmap generation can offload the application from having to generate mip-levels. Hardware implementations can potentially accelerate auto mip-level generation especially for video textures or when rendering to texture. A texture is considered incomplete in OpenGL ES if the set of mipmap arrays are not specified with the same type. The check for completeness is done when a given texture is used to render geometry.
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Enhanced texture processing including a minimum of two multi-textures and texture combiner functionality for effects such as bump-mapping and per-pixel lighting. All OpenGL 1.5 texture environments except for the texture crossbar are supported.
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Vertex skinning functionality using the oes_matix_palette extension allows smooth animation of complex figures and geometries. The extension allow OpenGL ES to support a palette of matrices. The matrix palette defines a set of matrices that can be used to transform a vertex. The matrix palette is not part of the model view matrix stack
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User-defined clip planes permit for efficient early culling of non-visible polygons -increasing performance and saving power
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Enhanced point sprites and point sprite arrays provides a method for application to draw particles using points instead of quads. This enables efficient and realistic particle effects. The point sprites extension also allows an app to specify texture coordinates that are interpolated across the point instead of the same texture coordinate used by traditional GL points. The Point Size Array extension permits an array of point sizes instead of a fixed input point size and provides flexibility for applications to do particle effects.
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Static and Dynamic state queries are supported for static and dynamic state explicitly supported in the profile. The supported GL state queries can be categorized into simple queries, enumerated queries, texture queries, pointer and string queries, and buffer object queries. This enables OpenGL ES to be used in a sophisticated, layered software environment
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Draw Texture defines a mechanism for writing pixel rectangles from one or more textures to a rectangular region of the screen. This capability is useful for fast rendering of background paintings, bitmapped font glyphs, and 2D framing elements in games
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New Core Additons and Profile Extensions for the Common and Common-Lite profiles add subsets of the OES byte coordinates, OES fixed - point, OES single precision and OES matrix get ES-specific extensions as core additions; OES - read format, OES compressed paletted texture, OES point size array and OES point sprite as required profile extensions; and OES matrix palette and OES draw texture as optional profile extensions.
Source:
Khronos group