How many lines to implement OpenGL 2.0 (non ES) ?
How many lines to implement OpenGL 2.0 (non ES) ?
You also need to implement multitexturing (probably the easy part) but also all the texture combiner stuff too. This one is not hard but also a good chunk of code...
All in all, at least 40K if you ask me, but that's a very lowball estimate.
Of course if you don't care about implementing the full spec, you can get away with a lot less.
https://github.com/rswinkle/PortableGL
Cool project, and fun to play with.
Glad you found it fun to play with, that's what it's for. Hoping to have a new release in the next week or so, and there have been some serious/breaking changes since the last so hopefully it goes well.
And on the topic of this thread, PGL is overkill for raylib's software rendering backend since they don't need arbitrary shader support, but I would still love to try making PGL a raylib backend someday because it would be cool and running the entire set of Raylib examples would be a great stress test. Plus then I could use raylib to make a game with PGL, win-win.