These platforms uses opengl es 1/2 and have their own limitations (as in flascc with a very limited opengl support).
But would be interesting to get glew working at least without breaking the build and providing basic ogles functionalities (glGenBuffers, etc.).
Two thing on this:
There is an es branch that is now somewhat stale, but was reportedly working for ES. It's a bit of shame that it didn't get merged at the time, but there is some chance that it is useful in it's current form.
I did some recent work to parse the ES extensions are reorganize the GLEW tree to have both desktop GL and ES along side. I have not taken this to the next step, but it would be interesting for someone to continue that work, perhaps bringing in some of the es branch stuff.
Hi
I'm trying to compile OpenCSG with Emscripten, and this would be extremely useful.
It's not impossible without it - in the Emscripten tests you see this kind of thing a lot https://github.com/kripken/emscripten/blob/master/tests/cubegeom.c:
But in OpenCSG there's lots of chunks all over the place like this (src/channelManager.cpp):
So not as easy a just dropping in SDL_opengl.h replacement, unfortunately.
Thanks
Marcos
Last edit: Marcos Scriven 2013-04-18
Regal does currently support both ES1 and ES2.
https://github.com/p3/regal
If I could turn this into a feature-request, I would.