In the process of building an Android application, you should
have to consider the range of devices you want to target. In most cases, you will want to target the largest possible range.
But when you are building an OpenGL application, the situation can be tricky - at least, it was for me. So as a newcomer,
I thought it might be helpful to detail the situation.
OpenGL ES 1.0 and 1.1 were part of Android from day one. As a matter of fact, Android provides a software implementation
for OpenGL ES API, which means that every device is somehow OpenGL ES capable. Combined with the OpenGL extension mechanism,
this provides a clean situation. Every device have access to the core functionalities and developers can query for extra
(and optimized) functionalities at runtime. Nowadays OpenGL ES 2.0 is the *recommended* API for building an OpenGL application.
Things gets more awesome and also more complicated with the support of OpenGL ES 2.0.