
OpenGL ES is a royalty-free, cross-platform API for rendering advanced 2D and 3D graphics on embedded and mobile systems.
OpenGL ES (Open Graphics Library for Embedded Systems) is a streamlined version of the OpenGL API designed for mobile and embedded devices. It consists of a well-defined subset of desktop OpenGL suitable for low-power devices, and provides a flexible and powerful interface between software and graphics acceleration hardware. OpenGL ES is widely deployed across smartphones, tablets, smart TVs, and wearable devices, and is supported on Android. It also powers web graphics through WebGL, which is built on top of OpenGL ES, making it one of the most widely deployed graphics standards in the world.
The Evolution of OpenGL ES
Specifications, Headers and Dev Tools
Thanks to the support of the Khronos membership and our passionate developer community, there is a full set of well-supported developer tools and resources to help quickly get you up and running with your OpenGl ES application development.

Popular Books and Tutorials for Getting Started
Several excellent OpenGL ES specific, and Shading Language resources exist to help you get started with your OpenGL ES Development and help get you productive quickly.

Image from the OpenGL ES 3.0 Programming Guide by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi.
Khronos Event
Join the shading languages community in San Diego on February 12-13, 2026 where Randi Rost, author of the OpenGL Shading Language book will be our keynote presenter, plus additional talks on GLSlang, porting GLSL to Slang and more.
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Broad Deployment
The following companies are known to have implemented openGL ES. View a complete list of companies and their Conformant OpenGL ES Products.