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Microsoft Mobile Devices official website. Discover the latest Lumia smartphones and accessories, explore the range mobile apps and get support.

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– Android 4.0.4 with a new version of TouchWiz
– 4.8-inch HD Super AMOLED display (1280 x 720)
– 1.5GHz Qualcomm Snapdragon S4 processor (North American version), 1.4Ghz Exynos 4 Quad processor (international version)
– 1GB of RAM
– 16/32GB versions (64GB coming later) with optional microSD slot
– 8MP camera with no shutter lag, 3.3fps burst
– 1.9 front-facing camera with face tracking
– NFC with S Beam
– 2100 mAh removable battery
– HSPA+ (international version) and LTE (North American)
– 136.6 x 70.6 x 8.6 mm, 133g

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ABOUT NOKIA MN API Program. Nokia enables developers to access and manipulate the full communications network. Developers on our platform have unprecented power.

Nokia est un leader de l'innovation dans les technologies qui nous connectent. Nous créons des produits et des solutions qui nous aident à nous dépasr

Microsoft Mobile Devices official website. Discover the latest Lumia smartphones and accessories, explore the range mobile apps and get support.

OpenGL for Embedded Systems ( OpenGL ES or GLES ) is a subset [2] of the OpenGL computer graphics rendering application programming interface (API) for rendering 2D and 3D computer graphics such as those used by video games , typically hardware-accelerated using a graphics processing unit (GPU). It is designed for embedded systems like smartphones , computer tablets , video game consoles and PDAs . OpenGL ES is the "most widely deployed 3D graphics API in history". [3]

The API is cross-language and multi-platform . The libraries GLUT and GLU are not available for OpenGL ES. OpenGL ES is managed by the non-profit technology consortium Khronos Group . Vulkan , a next-generation API from Khronos, is made for simpler high performance drivers for mobile and desktop devices. [4]

Several versions of the OpenGL ES specification now exist. OpenGL ES 1.0 is drawn up against the OpenGL 1.3 specification, OpenGL ES 1.1 is defined relative to the OpenGL 1.5 specification and OpenGL ES 2.0 is defined relative to the OpenGL 2.0 specification. This means that, for example, an application written for OpenGL ES 1.0 should be easily portable to the desktop OpenGL 1.3; as the OpenGL ES is a stripped-down version of the API, the reverse may or may not be true, depending on the particular features used.