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+------------------------------------------------------------------------
+San Angeles Observation OpenGL ES version example
+Copyright 2004-2005 Jetro Lauha
+Web: http://iki.fi/jetro/
+See file license.txt for licensing information.
+------------------------------------------------------------------------
+
+This is an OpenGL ES port of the small self-running demonstration
+called "San Angeles Observation", which was first presented in the
+Assembly'2004 event. It won the first place in the 4 KB intro
+competition category.
+
+The demonstration features a sightseeing of a futuristic city
+having many different kind of buildings and items. Everything is
+flat shaded with three different lights.
+
+The original version was made for desktop with OpenGL. It was
+naturally heavily size optimized in order to fit it in the size
+limit. For this OpenGL ES version example much of the code is
+cleaned up and the sound is removed. Also detail level is lowered,
+although it still contains over 60000 faces.
+
+The Win32 (2000/XP) binary package of original version is
+available from this address: http://jet.ro/files/angeles.zip
+
+First version of this OpenGL ES port was submitted to the Khronos
+OpenGL ES Coding Challenge held in 2004-2005.
+
+As a code example, this source shows the following:
+ * How to create a minimal and portable ad hoc framework
+ for small testing/demonstration programs. This framework
+ compiles for both desktop and PocketPC Win32 environment,
+ and a separate source is included for Linux with X11.
+ * How to dynamically find and use the OpenGL ES DLL or
+ shared object, so that the library is not needed at
+ the compile/link stage.
+ * How to use the basic features of OpenGL ES 1.0/1.1
+ Common Lite, such as vertex arrays, color arrays and
+ lighting.
+ * How to create a self contained small demonstration
+ application with objects generated using procedural
+ algorithms.
+
+As the original version was optimized for size instead of
+performance, that holds true for this OpenGL ES version as
+well. Thus the performance could be significantly increased,
+for example by changing the code to use glDrawElements
+instead of glDrawArrays. The code uses only OpenGL ES 1.0
+Common Lite -level function calls without any extensions.
+
+The reference OpenGL ES implementations used for this application:
+ * Hybrid's OpenGL ES API Implementation (Gerbera) version 2.0.4
+ Prebuilt Win32 PC executable: SanOGLES-Gerbera.exe
+ * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170
+ Prebuilt Win32 PC executable: SanOGLES-PVRSDK.exe
+
+Note that DISABLE_IMPORTGL preprocessor macro can be used
+to specify not to use dynamic runtime binding of the library.
+You also need to define preprocessor macro PVRSDK to compile
+the source with PowerVR OpenGL ES SDK.
+
+The demo application is briefly tested with a few other OpenGL ES
+implementations as well (e.g. Vincent, GLESonGL on Linux, Dell
+Axim X50v). Most of these other implementations rendered the demo
+erroneously in some aspect. This may indicate that the demo source
+could still have some work to do with compatibility and correct
+API usage, although the non-conforming implementations are most
+probably unfinished as well.
+
+Thanks and Acknowledgements:
+
+* Toni Lönnberg (!Cube) created the music for original version, which
+ is not featured in this OpenGL ES port.
+* Sara Kapli (st Rana) for additional camera work.
+* Paul Bourke for information about the supershapes.
+
+------------------------------------------------------------------------