Opengl es 2.0 devices8/26/2023 It seems most devices support at least ES 2 and many support ES 3 now days, isn't that correct? (For example, "GLExtensions.hpp" still defines GLEXT_framebuffer_blit to false when SFML_OPENGL_ES is defined.) Perhaps even more of the Frame Buffer Object functionality provided by RenderTexture also. With these available, functions like VertexBuffer::update(const VertexBuffer& vertexBuffer) and Texture::update(const Texture&, unsigned int x, unsigned int y) would be available on ES devices.Īlso, the SFML Shader fucntions that currently all return false when SFML_OPENGL_ES is defined could be used under ES 3. For example, ES 3 fully supports glMapBuffer() and glBlitFramebuffer(), and ES 2 with extensions even supports glMapBuffer(). I ask because the file "src\SFML\Graphics\GLExtensions.hpp" has various defines set, particularly around framebuffer functionality, that map calls to actual functions beyond ES1.Īnyway, ES 2, and especially ES 3, offer some serious added functionality that I noticed is not compiled at all when SFML_OPENGL_ES is defined. Does this actually force the context to be 1, or just make sure it is at least 1? I am NOT very knowledgeable about OpenGL, but I did some digging in the SFML code and it seems the version for the context is set by EaglContext::createContext() in "src\SFML\Window\EaglContext.cpp" (and for IOS: "src\SFML\Window\iOS\EaglContext.mm"). I noticed in this thread from last year (April 18, 2020):ĮXpl0it3r mentioned that OpenGL ES 1.1 will be used when SFML_OPENGL_ES is defined.
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