They are all deprecated and not the way forward for the future. I recommend you do what the resolution to Issue #1 recommends: avoid any of the listed features in your application. > with the ES3_compatibility extension supported. > implementation, it should not attempt to use a desktop GL context
#MAC OS OPENGL SUPPORT MAC OS X#
> RESOLVED: If the application needs a strict OpenGL ES 3.0 The latest developer builds of the Mac OS X 10.6.3 update apparently added at least partial support for OpenGL 3.0 graphics, according to the netkas Web site. You only get something like full compatibility when running on a "compatibility profile” OpenGL context. > should make sure they don't use these features. > written for OpenGL-ES 3.0 that want to also be compatible with OpenGL > RESOLVED: No, these will not be brought back into OpenGL 4.x Core. The issue of deprecated features is #1 in the issues list, so not that difficult to find. “Ease the process” is indeed the key here. So this makes me think wikipedia might be wrong?Įxtension specs are written for OpenGL implementers not laymen or even users of the API. However the spec says "ease the process of porting applications from OpenGL ES 3.0 to OpenGL". > Do you happen to know if GL_ARB_ES3_compatibility provides full OpenGL ES 3.0 compatibility? Wikipedia makes the statement "OpenGL 4.3 provides full compatibility with OpenGL ES 3.0". The rendering context manages OpenGL state changes and objects created by calls to the OpenGL API. Your application creates an OS X OpenGL rendering context and attaches a rendering target to it (known as a drawable object). It relies on functions defined by OS X to integrate OpenGL drawing with the windowing system. OS X will give you an OpenGL 2.1 context by default unless you use appropriate pixel format flags to get a 3.2 core context. The OpenGL specification does not provide a windowing layer of its own. cmannett85: The question here is not what version is supported, but what version he is actually getting.
#MAC OS OPENGL SUPPORT DRIVER#
I guess the "Overview" section does say "will ease the process of porting applications from OpenGL ES 2.0 to OpenGL", but I guess I would've liked something a bit more blunt :-p Just type glxinfo into a terminal, it'll tell you what your driver supports. or anyone: Is it stated it layman's terms anywhere that GL_ARB_ES2_compatibility does not actually provide full OpenGL ES 2.0 compatibility? Having to interpret this very high-level thing from the low-level details described in the "issues" section of a long wordy spec seems circuitous.