raylib platforms and graphics - raysan5/raylib GitHub Wiki
raylib relies on OpenGL as its main graphic API. Depending on the platform, raylib uses different versions of OpenGL by default, but it's possible to configure the desired OpenGL API backend on library compilation; just select the appropriate #define when compiling the rlgl module.
All OpenGL API calls are contained in the rlgl module. This module works as a layer to the underlying graphic API. The selected OpenGL version can be configured in this module using #defines at compile time.
Here is a table with the different OpenGL configurations supported by raylib on the different platforms:
NOTE: PLATFORM_DESKTOP fallbacks to PLATFORM_DESKTOP_GLFW by default!
| PLATFORM Flag | Platform/OS | OpenGL version | Notes |
|---|---|---|---|
| PLATFORM_MEMORY | - | OpenGL Software |
NEW on raylib 6.0. Output to memory buffer |
| PLATFORM_DESKTOP_GLFW | WindowsLinuxmacOS | OpenGL 1.1OpenGL 2.1OpenGL 3.3OpenGL 4.3 |
macOS does not support OpenGL 4.3 |
| PLATFORM_DESKTOP_SDL | WindowsLinuxmacOS | OpenGL SoftwareOpenGL 1.1OpenGL 2.1OpenGL 3.3OpenGL 4.3 |
SDL2 and SDL3 supported |
| PLATFORM_DESKTOP_RGFW | WindowsLinuxmacOS | OpenGL SoftwareOpenGL 1.1OpenGL 2.1OpenGL 3.3OpenGL 4.3 |
Added on raylib 5.5 |
| PLATFORM_DESKTOP_WIN32 | Windows | OpenGL SoftwareOpenGL 1.1OpenGL 2.1OpenGL 3.3OpenGL 4.3 |
NEW on raylib 6.0. Win32 API implementation. |
| PLATFORM_ANDROID | Android | OpenGL ES 2.0OpenGL ES 3.0 |
Supported from API level 21 |
| PLATFORM_DRM | Linux kernel (native) | OpenGL ES 2.0OpenGL ES 3.0 |
Runs graphics natively over kernel, no X11/Wayland windowing system required |
| PLATFORM_WEB | HTML5 (browser) | WebGL 1.0 (OpenGL ES 2.0)WebGL 2.0 (OpenGL ES 3.0) |
Requires libglfw.js wrapper, provided by emsdk |
| PLATFORM_WEB_RGFW | HTML5 (browser) | WebGL 1.0 (OpenGL ES 2.0)WebGL 2.0 (OpenGL ES 3.0) |
Added on raylib 5.5 |
| PLATFORM_WEB_EMSCRIPTEN | HTML5 (browser) | OpenGL SoftwareWebGL 1.0 (OpenGL ES 2.0)WebGL 2.0 (OpenGL ES 3.0) |
NEW on raylib 6.0. Supports software renderer on a 2d canvas |
Additional graphic backends potentially supported but not much tested:
| PLATFORM Flag | Platform/OS | OpenGL version | Notes |
|---|---|---|---|
| PLATFORM_DESKTOP | Windows | OpenGL ES 2.0 |
Support through two possible ways: - WGL_EXT_create_context_es2_profile extension - ANGLE project |
| PLATFORM_DESKTOP | Linux | OpenGL ES 2.0 |
Support through: - GLX_EXT_create_context_es2_profile extension |
| PLATFORM_ANDROID | Android | OpenGL ES 3.0 |
Check Android support here. |
| PLATFORM_WEB | HTML5 (browser) | WebGL 2.0 (OpenGL ES 3.0) |
OpenGL ES 3.0 transformed to WebGL 2.0 on compilation (using emscripten SDK). |
Please let me know if you require one of those backends to be implemented.
Additionally, I'm planning a new graphics backend: a simple 2D software renderer. I think it could be useful on some embedded platforms... still on design phase.