Ok,so let me see if I get you right.I can basically use GLEW with GL 3.0 -
GL 3.2 core profile and it will be translated ok (except of GLSL compat
issues) to WebGL?Also,in terms of context creation,I see I can use GLFW or
GLUT ?


On Sat, Mar 8, 2014 at 4:56 PM, Jukka Jylänki <[email protected]> wrote:

> In terms of features, pretty much WebGL is a subset of GLES2, which is a
> subset of modern desktop GL. Sticking to the lowest common denomination and
> basically writing "GLES2 without client-side rendering" gives you a good
> sane common ground that works across all platforms. This means not using
> any of the old desktop GL features such as fixed function rendering,
> glBegin, glVertexPointer/glColorPointer etc. Also note that the extension
> registryes are different for each GL, GLES and WebGL, although generally
> matchable. If you also want to target desktop core GL3, that's also
> possible, but one inconvenience there is that you need to maintain (or
> translate one to other - that's what I do) two sets of GLSL shader syntax.
> If you are working on a renderer codebase from scratch, it is best to avoid
> the FULL_ES2 and LEGACY_GL_EMULATION settings, which gives the best path.
>
> Jukka
> On Mar 8, 2014 4:42 PM, "Michael IV" <[email protected]> wrote:
>
>> I am desktop OpenGL developer and I wonder what's the best way for me to
>> port or write OpenGL so that it will be best compatible with WebGL .I read
>> in Emscripten FAQ that using SDK included ES2 API is the besr choice.But I
>> also see some of the examples use regular OpenGL .For me ,in terms of
>> portability and usability would be best to write a normal OpenGL ,using
>> GLEW headers.Will it be fine as long as I use only ES2 compatible API
>> methods?
>>
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