On Thu, Jun 6, 2019 at 12:56 AM 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?
>
> I recently was testing building my library, which for emscripten, webgl
was the only viable solution... I had to update to 2.0, otherwise
vertexbufferpointer wasn't working.
https:///www.d3x0r.org:444/javascript/wasmgui (first time takes a couple
seconds to start, source at https://github.com/d3x0r/sack ).
I don't have many contacts that have Mac... but the few I do have had no
problems with
It is directly emscripten event hook functions and webgl,  no SDL or any
other inbetween.



> Thanks!
>
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