# Opengl es 2.X graphics pipeline

**URL:** <https://forums.imgtec.com/t/opengl-es-2-x-graphics-pipeline/682>\
**Category:** PowerVR Insider\
**Created:** [April 28, 2010, 2:03pm UTC](https://forums.imgtec.com/t/opengl-es-2-x-graphics-pipeline/682 "2010-04-28T14:03:49Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![rch](https://avatars.discourse-cdn.com/v4/letter/r/919ad9/32.png) [@rch](https://forums.imgtec.com/u/rch)\
**Post date:** [April 28, 2010, 2:03pm UTC](https://forums.imgtec.com/t/opengl-es-2-x-graphics-pipeline/682/1 "2010-04-28T14:03:49Z")

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Hi!  
  
  
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?  
  
  
Great thanks!

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**Author:** ![JoeDavis](https://sea1.discourse-cdn.com/flex015/user_avatar/forums.imgtec.com/joedavis/32/71_2.png) [@JoeDavis](https://forums.imgtec.com/u/JoeDavis)\
**Post date:** [April 29, 2010, 9:56am UTC](https://forums.imgtec.com/t/opengl-es-2-x-graphics-pipeline/682/2 "2010-04-29T09:56:52Z")

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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/](http://www.khronos.org/opengles/)

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**Author:** ![GordonMaclachlan](https://avatars.discourse-cdn.com/v4/letter/g/c68b51/32.png) [@GordonMaclachlan](https://forums.imgtec.com/u/GordonMaclachlan)\
**Post date:** [April 29, 2010, 10:00am UTC](https://forums.imgtec.com/t/opengl-es-2-x-graphics-pipeline/682/3 "2010-04-29T10:00:25Z")

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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.
