Why is the Opengl es 2.X graphics pipeline programmable?
What are the steps in the Opengl es 2.X graphics pipeline that makes it programmable and how?
It gives developers more control over how vertices and fragments are processed.
If you want to find out more, you should read through the specs for ES 1.1 and 2.0: http://www.khronos.org/opengles/
There is also a document: “Migration from OpenGL ES 1.0 to OpenGL ES 2.0” available in the documentation folder of our SDKs that gives some explanation in this area.