
It looks like that Mesa is currently providing the best implementation:

There is no news from Intel about OpenGL ES 2 or EGL support but our experiences tell us that they are most likely going to be last at the party.

It is used by both Firefox and Chrome on Windows.Īngle might be the only way to get OpenGL ES 2 running on Intel hardware. I expect this to be a challenging work in progress so once again report your bugs!Ī last option on Windows is Angle which brings support for both OpenGL ES 2.0Īnd EGL 1.4 on Windows by translating OpenGL calls to Direct3D 9 calls. Only the OpenGL ES extensions are exposed and the drivers is even trying to report all the not ES compliant requests as errors. However, things have changed because now when creating an OpenGL ES 2 context, "Not that joke all over again?!" and I didn't waste any time with it. When I first had a look at it, the implementation would expose all the OpenGL extensions which made me think something like The idea was to make OpenGL ES 2 an OpenGL "profile". On NVIDIA side, the strategy is different because OpenGL ES 2 is exposed through A dedicated OpenGL ES 2 DLL for the implementation is providedĪnd I believe distributed with the AMD Catalyst drivers. Which makes it significantly different from using OpenGL on desktop. On AMD side, OpenGL ES 2 is brought to desktop thanks to EGL and a dedicated ( EAGL) and only AMD exposes EGL on desktop. Unfortunately, OpenGL ES 2 has basically never been used on the PS3, Apple created it's own flavour of EGL An early "leap of faith" hapenned when Sony announced that the PS3 would run OpenGL ES 1 + ES 2 level of extensions and EGL. Hopes that we will finally have a unified API across all platforms to handle the OpenGL contexts. We can also imagine authoring and prototyping GLSL shaders or even applications on desktop before using them on mobile devices.ĮGL, WGL and GLX? What's the way forward? When EGL was originally announced, it brought be a lot of hopes, The gap between between mobile phone performances and ultra-book laptop being not that large for example.

In practice we can imagine that it would be a great to be able to port directly a mobile phone game to a desktop platform and minimized code changes, This includes computers, tablets and mobile phones but also the web through WebGL which is pretty much a Javascript binding of OpenGL ES 2.0. There is a lot of reasons for OpenGL ES 2.0 on desktop but I especially like to picture it by "for the purpose of convergence". OpenGL ES 2.0 and EGL on desktop, updated RSS Feed ~ Comment: by email - on Twitter ~ Share: Twitter - Facebook - Linked In - Google+ - Permanent link Following a surprizing amount of feedbacks, I have updated the entire post accordingly.
