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@@ -230,8 +230,8 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
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endif
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# Define raylib graphics api depending on selected platform
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+# NOTE: By default use OpenGL 3.3 on desktop platforms
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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- # By default use OpenGL 3.3 on desktop platforms
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GRAPHICS ?= GRAPHICS_API_OPENGL_33
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#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
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#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
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@@ -239,11 +239,9 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
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endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
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- # By default use OpenGL 3.3 on desktop platform with SDL backend
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GRAPHICS ?= GRAPHICS_API_OPENGL_33
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endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
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- # By default use OpenGL 3.3 on desktop platforms
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GRAPHICS ?= GRAPHICS_API_OPENGL_33
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#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
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#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
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@@ -257,7 +255,7 @@ endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
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# On HTML5 OpenGL ES 2.0 is used, emscripten translates it to WebGL 1.0
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GRAPHICS = GRAPHICS_API_OPENGL_ES2
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- #GRAPHICS = GRAPHICS_API_OPENGL_ES3 # Uncomment to use ES3/WebGL2 (preliminary support).
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+ #GRAPHICS = GRAPHICS_API_OPENGL_ES3 # Uncomment to use ES3/WebGL2 (preliminary support)
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endif
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ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
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# By default use OpenGL ES 2.0 on Android
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