Two of the more significant differences between OpenGL ES and OpenGL are the removal of the glBegin ... glEnd calling semantics for primitive rendering (in favor of vertex arrays) and the introduction of fixed-point data types for vertex coordinates and attributes to better support the computational abilities of embedded processors, which often lack an FPU
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to switch on,
to go back to normal.
Note that things like texture-mapping and lighting will still be applied to the wireframe lines if they're enabled, which can look weird.