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by nox101 738 days ago
If you want OpenGL use ANGLE

https://github.com/google/angle

several phones now ship ANGLE as their only OpenGL support on top of their Vulkan drivers.

If you want a modern-ish API that's relatively easy and portable use WebGPU via wgpu (rust) or dawn (c++).

3 comments

It's not so much a modern API but a modern feature set. Most ANGLE backends give you an ES 3.0 context (except for 3.2 on Vulkan, so the problem is mostly Apple), and all of them lack some useful extensions to narrow the gap between ES and the desktop APIs.
Which can be quite the pain, when the phone vendors just drop the support for OpenGL ES 1 from their ANGLE binaries, probably under the assumption that "nobody uses such old APIs".
ANGLE is such a pain to build, I've never managed to do it.
I usually copy the built library from a Chrome/Chromium installation, saves me from building the library myself.
Really? I did it recently (integrating an OpenGL texture render target into a D3D application) and it was pretty straightforward (on Windows, at least).