Yes, it is possible to build macOS applications using OpenGL. You do need
to check which version of OpenGL you use, since not all versions are
supported - I advise you to use 4.1 or 2.
That being said, OpenGL is officially deprecated, so nothing promises you
that an official release of your game will still be supported. As long as
you only need to build locally for debug purposes, you should be fine, but
don't assume your users could use this.

On Thu, 6 Jun 2019 at 10:56, Александр Гурьянов <[email protected]> wrote:

> Hi guys. I am not familar with MacOs, so maybe my question is really
> simple. I have a lot of projects based on OpenGL variations (GL1, ES,
> ES2). Emscripten have brilliant support for it. My main OS is linux
> that also provide fantastic capabilities to building OpenGL projects.
> Because of that development experience is excellent when you use
> linux.
>
> Btw, some plarforms like wechat provide they tools only for Windows
> and MacOs. And I am trying to migrate on MacOs, but I see that Apple
> didn't support Opengl.
>
> My question is how you guys do porting of plain OpengGL games with
> emscripten under Mac? I believe that emscripten it self will compile
> OpenGL project out of the box (because implemenation embeded in
> emscripten). But it's only one part, I also need to have native (Mac)
> version to debug projects and fix errors. Is it still possible? Or I
> need to rewrite game with Vulcan API? Does emscripten support Vulcan /
> Molten?
>
> Thanks!
>
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