I’m not sure if it’s really an issue, but since OpenGL ES means “OpenGL runs on Embedding System”, why anybody want to use OpenGL ES on desktop environment? I guess it’s compatibility or some other reasons?
Ultimately, it’s up to you. If you’re desktop-only single-OS-only, then you may not have a good reason. But if you cross-dev on mobile GPUs (or in WebGL), desktop cross-compile/porting/testing is simpler.
Most of the pros/cons that came to mind actually pertain to using the common EGL Window System Interface API (also commonly used on mobile with OpenGL ES and supported on desktop), instead of using GLX on Linux and WGL on Windows. But which WSI you choose doesn’t really constrain your choice of OpenGL vs. OpenGL ES, at least on NVIDIA graphics drivers.
A few EGL pros:
- Some desktop graphics drivers provide fully GPU-accelerated EGL/OpenGL ES rendering support
(for others, there are several different EGL/GL-ES layers out there with varying degrees of GPU acceleration).
- GPU-accelerated off-screen rendering support without display manager connection (on some drivers/OSs)
- GPU-accelerated on-screen rendering support without X server or X Windows on Linux (via the Wayland display system and pure Wayland clients)
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