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Not quite. The major difference is how it handles shaders. Writing a GLSL parser/compiler etc. was way beyond the scope of the project so shaders are just C/C++ functions. This means all the inputs and outputs to shaders are parameters. Also textures are accessed by handle, (there are no Texture Units). Of course there are also many minor functions and features that are lacking but the big one that will always keep it from 3.3 is the Geometry Shader. Like proper GLSL shader support that's too much for me and for software rendering performance imo. I do remember that 3.x and ES 2.0 were relatively similar with the latter lacking quite as extensive format support. Beyond that I'm not familiar. Is there a good website or document that contrasts them directly? Yes, the second bullet point is the reason I use SDL2 for my demos; it's the easiest way to get the pixels to the screen. It doesn't depend on SDL2 but it does require some way to blit the framebuffer to the screen unless you're doing offline rendering which I doubt many use raylib for. |
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As far as I understand it, no need to do anything on raylib side, only link with |
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Maybe Mesa3D could be useful there, although it is quite big. |
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PortableGL
is a direct replacement for OpenGL libraries to allow OpenGL 3.3 rendering in software.Some concerns:
Related issue: #1370
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