OpenGL on Mac still works, but after the deprecation various things were broken which had to be worked around in GLFW, SDL2 etc (black screen after startup, vsync broken, ...), some of the problems were fixed in minor OS updates, it's back to a state now where it can be used (at least as a native debug-target for emscripten applications).
GL on Mac has a few peculiarities though: it's only supported up to 4.1, and (AFAIK) for post-2.x GL versions, only CoreProfile is supported, so existing code often still needs to be "ported" to work on Mac. Shameless plug: If you're not locked into the GL API, check out the Sokol project, it's a set of C headers for writing tiny-cross-platform apps: https://github.com/floooh/sokol Since fairly recently there's also a shader-cross-compiling solution (write the shaders in GLSL 450, and translate to GLSL/MSL/HLSL via SPIR-V, complete with build-process- and IDE-integration): https://github.com/floooh/sokol-tools/blob/master/docs/sokol-shdc.md And here are some samples (those also compile natively to Win32, macOS, Linux, iOS and Android): https://floooh.github.io/sokol-html5/ https://floooh.github.io/tiny8bit/ Cheers, -Floh. On Thursday, 6 June 2019 09:55:59 UTC+2, caiiiycuk 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! > -- You received this message because you are subscribed to the Google Groups "emscripten-discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/emscripten-discuss/d721f566-230a-4702-a974-134c5b1ecef9%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
