Continuation of support for ES3/WebGL2 #3107
Merged
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This is in response to:
I continued the work that @raysan5 started for OpenGL ES 3.0 context creation:
1- Fixed
#define GRAPHICS_API_OPENGL_33
.2- Adapted
rlActiveDrawBuffers()
which now can be used to successfully initialize MRTs in WebGL2.3- Did a (dirty) update to
RLGL.ExtSupported.*
since some ES 2.0 feature extensions can be taken for granted in ES 3.0.4- Adapted
rlGetGlTextureFormats()
to support floating-point textures in ES 3.0.5- I also edited the Makefile so raylib builds for ES3 (maybe exclude this on PR merge...).
The changes I am PR'ing have been tested in a couple of experimental projects I am conducting at the moment, in a bunch of web browsers across multiple devices (Windows, MacOS, Android, iPad, iPhone).
(3) needs some work to correctly detect the capabilities of the device. i.e., whether the device supports linear filtering for floating-point textures (many devices don't).