This article is very negative and old regarding OpenGL ES being "weird and different" than the OpenGL "we are used to".
Well it's 2010 now (almost 2011), and OpenGL ES is anything but "weird and different" now.
What would make our jobs 1000x easier is if we had a sample program or article that didn't treat use like we've never done this before, but want to start making high performance games for Symbian^3 right now. Some 90%+ of the API's are meaningless to game developers, yet we have to spend hours/days combing the docs for fundamental details that are incredible common for us. Such things as:
- Take over the full screen as either OpenGL ES 1 or 2, in whatever way provides best performance (i.e. not sharing with any window manager, etc).
- How to get the screen resolution
- Where to request things like a Stencil or Depth Buffer
- Call a draw/refresh function either sync'd with the LCD refresh rate, or 60 times per second (if impossible)
- Get touch events
- Get orientation change events (or accelerometer data)
- Get key press events
- Exit (if appropriate)
- What common messages to watch for (Kill, Low battery, lost focus, gained focus)
- Where to read our files from
- Where to write our files to
- Playing a Music track using the DSP, making the song loop, adjusting volume.
- Detect when a music track is being played by the OS, so not to interrupt.
- If there's no Sound FX mixing API, tell us where to send raw PCM audio data so we can have sound fx AND music.
It doesn't even need per-line documentation. More than likely, the functions already are well named (GetKeypress). We can always drill down in to the documentation if we want to know more.