On Mon, Jun 27, 2011 at 3:04 PM, Simon Ortiz o.simon@gmail.com wrote:
I got carried away with OpenGL ES, which lamentably isn't. Specifically, ES 2.0 is not compatible with ES 1.1 :(
Interesting. Then we should have separate systems for each one and see which bits can be shared.
My understanding is that, API-wise, OpenGL ES is a subset of GL plus set of egl* functions. Is that correct? The former can be carved out of the existing code. To generate bindings for egl* functions, the way to go would be to throw the OpenGL ES spec at the current spec-parsing code and see what happens.