Determining OpenGL ES Capabilities Both the OpenGL ES 1.1 and
OpenGL ES 2.0 specifications define a minimum standard that
every implementation must support. However, the OpenGL ES
specification does not limit an implementation to just those
capabilities. The OpenGL ES specification allows implementations
to extend its capabilities in multiple ways. Another document,
OpenGL ES Hardware Platform Guide for iOS, drills down into the
specific capabilities of each OpenGL ES implementation provided
by iOS. The precise capabilities of an implementation may vary
based on the version of the specification implemented, the
underlying graphics hardware, and the version of iOS running on
the device. Whether you have chosen to build an OpenGL ES 1.1 or
OpenGL ES 2.0 application, the first thing your application
should do is determine the exact capabilities of the underlying
implementation. To do this, your application sets a current
context and calls one or more OpenGL ES functions to retrieve
the specific capabilities of t