SDL2 with OpenGL ? weird results, what's wrong? (stevo5800)

Thanks for taking a look.
The screenshot come from OS X, so you need to replace the iOS project file
with the OS X project file that is located in the*"desktop OS X stuff"
directory.
The middle and the last pictures use SDL2 instead of the original SDL –
all on OS X. The last image uses a pre-alpha quality non-standard OpenGL
library that they advertise as compatible with GLES.
The black screen on iOS problem is a separate issue that I addressed in
another SO question
here:*http://stackoverflow.com/questions/13231805/gl-arb-point-sprite-porting-to-ios-gles-v1
(it explains that I use a GLES compatibility library that is supposed to
take care of glBegin/glEnd stuff)----------------------------------------------------------------------

Message: 1
Date: Wed, 07 Nov 2012 08:25:06 -0800
From: “stevo5800” robichaudsteven@live.ca
To: sdl@lists.libsdl.org
Subject: Re: [SDL] SDL2 with OpenGL ??? weird results, what’s wrong?
Message-ID: 1352305505.m2f.34758@forums.libsdl.org
Content-Type: text/plain; charset=“iso-8859-1”

The middle and last picture where taken from what platform? *I download
the code from a link on the stackexchange page and all I get is a black
screen. Middle image seems like it’s missing a lot and the last image
sees that it’s only missing textures. After looking at the code I
realize that you are calling calls that are not compatible with OpenGL
ES. You are using glBegin(…); glEnd(); witch are not available on
mobile devices. You will need to use VBO’s or Vertex Arrays for all
drawing to the screen.

Berenyi Gabor wrote:

*Please reply to my issue
here:?http://gamedev.stackexchange.com/questions/40249/sdl2-with-opengl-weird-results-whats-wrong