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Continuation of support for ES3/WebGL2 #3107

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merged 3 commits into from
Jun 12, 2023
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chemaguerra
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@chemaguerra chemaguerra commented Jun 11, 2023

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).

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raysan5 commented Jun 11, 2023

@chemaguerra Thank you very much for the addition and the testing! Just added a couple of comments.

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I made some amends following your comments.

@raysan5 raysan5 merged commit f385d0c into raysan5:master Jun 12, 2023
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raysan5 commented Jun 12, 2023

@chemaguerra thanks for the review!

futureapricot pushed a commit to futureapricot/raylib that referenced this pull request Oct 4, 2023
* Continuation of support for ES3/WebGL2

* GetTouchPointState()

* Amends to the WebGL2 PR

---------

Co-authored-by: root <root@DESKTOP-GLOV9QV>
Co-authored-by: chemguerra <[email protected]>
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2 participants