I'm working on a OpenGL project that I would like to port to embedded systems that support OpenGL|ES.
Since OpenGL|ES is a subset of OpenGL how hard would it be to compile my OpenGL application on an embedded system? (Assuming that my OpenGL code is in the limits of OpenGL|ES)
I guess what I'm wondering is: is it possible to dircetly wrap my OpenGL calls with MACROS to make it compatible with OpenGL|ES API call names? Are there any calls specific to OpenGL|ES that I would have to implement?
OpenGL ES Coding on Desktop The OpenGL ES Emulator is a library that maps OpenGL ES API calls to the OpenGL API. Running on a standard PC, the emulator helps development and testing of next generation OpenGL ES applications without requiring a connection to an embedded target.
ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls.
As a software interface for graphics hardware, OpenGL renders multidimensional objects into a framebuffer. The Microsoft implementation of OpenGL for the Windows operating system is industry-standard graphics software with which programmers can create high-quality still and animated three-dimensional color images.
OpenGL ES shading language 3.0 (also called as GLSL) is a C-like language that allows us to writes shaders for programmable processors in the OpenGL ES processing pipeline. Shaders are the small programs that run on the GPU in parallel. OpenGL ES 3.0 supports two types of shaders: vertex shader and fragment shader.
AMD has such an emulator (Beyond3D news)
ARM provides GL ES emulation (MaliDeveloper)
The general list of available emulators.
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