I am trying to understand how to work with GLES 3.0 on Windows 7.
From what I understand SDL2 supports this and Nvidia desktop driver for my card (1080 gtx) also supports this.
However I am slightly confused with what tools I exactly need for this.
Do I need GLEW? Special settings for GLEW?
Do I need Khronos headers? gl3platform.h gl2ext.h gl3.h khrplatform.h
Is there a particular order of initialization? Right now I have, CreateWindow, InitGlew, CreateContext in that order.
I am aware there is SDL flags to set, I set each attribute and hint manually, for example SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES)
Right now my create window fails with “Could not initialize OpenGL / Gles library”.
Anyone done this before? I would really appreciate some guidance,
Hello.
Why do you want to use OpenGL ES for desktop?
OpenGL ES (embedded system) are made for mobile.
GLEW is GL Extension Wrangler. It helps you to setup the “Extensions”, which I don’t use.
To use OpenGL include: #include <SDL2/SDL_opengl.h>
To use extension add (tedious without GLEW but you will really know wjat to use :
eg: static PFNGLGENBUFFERSPROC glGenBuffers;, and so on…
later in main, eg: glGenBuffers = SDL_GL_GetProcAddress(“glGenBuffers”);
I haven’t done any IOS/Andoid using SDL.
You can try compiling “testgles2.c” for IOS from the example.------------------------ http://digitalspine.blogspot.com
Thanks for the reply, the reason I want to use it is because I already have some code that ran on iOS before that uses GLES 3.0.
So I prefer to try and make an ES context as opposed to using desktop version and having some #ifdefs or something.
Thanks for the reply, the reason I want to use it is because I already have some code that ran on iOS before that uses GLES 3.0.
So I prefer to try and make an ES context as opposed to using desktop version and having some #ifdefs or something.
Do you know for sure that the GL calls you make are ES-specific? In my app (which runs on both desktop with OpenGL and on Android with GLES 1.0) I am only making calls that I know are compatible with both: specifically simple things like glEnable, glLogicOp and glDisable. I guess I’m lucky that the few calls I need are available in both contexts, but perhaps you will be too.
Thanks for the reply, the reason I want to use it is because I already have some code that ran on iOS before that uses GLES 3.0.
So I prefer to try and make an ES context as opposed to using desktop version and having some #ifdefs or something.
Do you know for sure that the GL calls you make are ES-specific? In my app (which runs on both desktop with OpenGL and on Android with GLES 1.0) I am only making calls that I know are compatible with both: specifically simple things like glEnable, glLogicOp and glDisable. I guess I’m lucky that the few calls I need are available in both contexts, but perhaps you will be too.
Richard.
Yes I am sure because I helped write the code, it is fully core ES 3.0
At this point I am considering if I should use the Angle drivers?