and antialiased polygon rendering are not supported, although rendering using multisample is still possible (rather than alpha border fragments); ARB_Image pixel class operations, bitmaps, and 3D textures are not supported; several of the more technical drawing modes are eliminated, including frontbuffer and accumulation buffer; bitmap operations for copying pixels individually, evaluators, and user selection operations are not allowed; display lists and feedback are removed, as are push and pop operations for state attributes; and some material parameters were removed, including back-face parameters and user-defined clip planes. The actual version is 1.0.0.2. OpenGL ES 1.1 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. Actual Version is 1.1.12. OpenGL ES 2.0 OpenGL ES 2.0 was publicly released in March 2007. 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. 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. 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. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1. Some incompatibilities between the desktop version of OpenGL and OpenGL ES 2.0 persisted until OpenGL 4.1, which added the GL_ARB_ES2_compatibility extension. Actual version is 2.0.25. The Khronos Group has written a document describing the differences between OpenGL ES 2.0 and ordinary OpenGL 2.0. OpenGL ES 3.0 The OpenGL ES 3.0 specification was publicly released in August 2012. OpenGL ES 3.0 is backwards compatible with OpenGL ES 2.0, enabling applications to incrementally add new visual features to applications. OpenGL 4.3 provides full compatibility with OpenGL ES 3.0. Version 3.0 is also the basis for WebGL 2.0. The actual is version 3.0.6. New functionality in the OpenGL ES 3.0 specification includes: multiple enhancements to the rendering pipeline to enable acceleration of advanced visual effects including: occlusion queries, transform feedback, instanced rendering and support for four or more rendering targets, high quality ETC2 / EAC texture compression