For those unfamiliar with OpenGL ES 2.0, it differs from OpenGL ES 1.1 by eliminating most of the fixed function pipeline in favor of a programmable pipeline. Basically you write small programs called “shaders” that get executed per vertex or per pixel in the pipeline. This makes OpenGL ES 2.0 more powerful but also more difficult to learn compared to OpenGL ES 1.1.
The book covers the entire OpenGL ES 2.0 API, including the Khronos-ratified extensions. I found it very helpful when I learned OpenGL ES 2.0 and I keep it at my desk as a reference.
Other ports of the source code are available on the author’s Google Code project for Windows, Linux, iPhone, Android and WebGL. Thank you, Dan Ginsburg!