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> And OpenGL ES only existed for 5 years before someone came along as was pissed off enough to do it!

Eh, he's hardly the first guy to do this. Appendix D of my copy of Graphics Shaders: Theory and Practice contains a simple reimplementation of Immediate Mode on top of VBOs for people with a burning desire to prototype their code as if it were 1998 again.

And in reality, in most modern OpenGL (non-ES) implementations, the actual hardware-backed bits basically look like the OpenGL ES API, and all of the legacy cruft is implemented in exactly the same kind of software shim.



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