answered
2015-01-15 17:20:41 +0200
thp 2490 ●26 ●38 ●34 moderator
Probably not in the short term, due to use of Wayland as mikelima already pointed out, from the Wayland FAQ:
Why does Wayland use EGL and GLES2?
EGL is the only GL binding API that lets us avoid dependencies on existing window systems, in particular X. GLX obviously pulls in X dependencies and only lets us set up GL on X drawables. The alternative is to write a Wayland specific GL binding API, say, WaylandGL.
A more subtle point is that libGL.so includes the GLX symbols, so linking to that library will pull in all the X dependencies. This means that we can't link to full GL without pulling in the client side of X, so we're using GLES2 for now. Longer term, we'll need a way to use full GL under Wayland.
From a practical point of view, if you are going to use an existing engine, it probably already has GLES2 support, if not, either port it or use something like Regal GL. Porting is probably preferred, as some Desktop GL idioms (non-modern ones) don't translate to efficient runtime performance on mobile devices. The best bet is probably the WebGL-friendly subset of OpenGL ES ("That subset is basically OpenGL ES 2.0 minus clientside arrays." -- azakai).
And of course if you want to target both the tablet and the phone, you need to target GLES2 and not Desktop GL.
As far as I know Desktop OpenGL in Linux is bound to X11 which is not used in Sailfish. It could work on XWayland, but...
mikelima ( 2014-12-11 19:18:52 +0200 )editI think that the biggest hurdle at the moment is the lack of server-side orientation. This means that your SDL or Qt game will appear in portrait orientation and you have to handle that (including transformation of touch events) by yourself. It's sad, that it's easier to develop a Qt-based (OpenGL) game for Android than for Jolla.
Harakiri ( 2014-12-11 22:23:00 +0200 )edit