title: Guide to writing OpenGL and OpenGL ES compatible code?
body: <p>I am familiar with the basic differences between OpenGL and OpenGL ES, e.g. no glBegin, glEnd, no quads and so forth. </p>
  
  <p>My question is therefore not about the differences between the two APIs but about writing code that can actually work on both APIs and their various implementations, especially regarding ES, where implementations seem to vary more.</p>
  
  <p>Naturally, that means conforming to features that are both present in the two APIs and identical syntax, nothing too fancy and cutting edge, with OpenGL ES 2 being the lowest common denominator.</p>