Comments (7)
I don't have a mac to test it on, but it should work with some caveats. You need to have the dart-glfw library and glfw3+ for Mac to test it on.
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I haven't worked on this in a while and John basically rewrote the entire thing (and it was probably a good idea, looking back my code really wasn't good) so I don't know if this applies now, but AFAIK MacOS doesn't support opengl ES on the desktop. Their gl drivers have always been very neglected.
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Yep, macOS does not support any version of OpenGL ES, so this should fail to build, but I have not tried yet.
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Looks like you can get it with:
https://moltengl.com/
ANGLE looks like they are working on something, but I don't know their current status. Chromium has to do something as WebGL 1.0 is ES 2.0.
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Thanks very much @jtmcdole that looks cool, I will try it later on.
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Please report back if you have any luck getting this to work on a mac!
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@jtmcdole I don't have time right now to make this on Mac, I will report it if I can.
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Related Issues (15)
- third_party/ paths in non-generated bindings HOT 3
- build instructions are stale HOT 2
- bindings should be build automagically as part of "pub get" HOT 2
- support for gles3.x to achieve feature parity with webgl2 HOT 1
- How about Windows support? HOT 2
- Issue on README.md HOT 1
- How good is the performance HOT 1
- Will there be any dart-gl for OpenGL (not ES) HOT 1
- Eliminate uses of deprecated CONSTANTS HOT 1
- Status of project? HOT 4
- Support for Android and iOS HOT 4
- Support Issues HOT 1
- glGetIntegerv always returns one value, but the spec allows for multiple HOT 1
- glShaderBinary_native causes compile errors HOT 2
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