The most relevant discussion I could find on the LWJGL forum seemed to be this one:
How might OpenGL ES support in LWJGL affect jME3 Android?
Unlikely to have any effect on the version that runs on android (since there is no backends for android, iPhone, or Java SE Embedded for LWJGL yet), however could allow the code on the desktop version to be much simpler (as it can be all OpenGL ES) and won’t need to run on any type of emulator.
Once advantage of having a OpenGL ES version of jMonkeyEngine on the desktop is that in the long run you will be able to target other platforms to build games for e.g. WebGL + GWT (which in turn can also run on some phones).
It could allow us to test OpenGL ES 2.0 functionality without needing an actual android device. In the past I tried to use JOGL with OpenGL ES 2.0 but that failed for some reason … But the LWJGL version is tested and reliable so I think I might give it another try some later time
In the past I tried to use JOGL with OpenGL ES 2.0 but that failed for some reason ... But the LWJGL version is tested and reliable so I think I might give it another try some later time
lol be careful this sentence can summon some evil fiends!!!