I just caught a little quirk in my fledgling application’s GL interfaces. On desktop GL things like glShaderSource() take a GLchar*, but on the mobile GLES interfaces they take a plain char*.
Now, this is really a very trivial thing to fix. Since GLchar is a typedef of char anyway, one can just use char* on desktop GL and be alright everywhere.
However, seeing this issue raises concerns in me about coming across other compatibility issues in the GL vs GLES realm. Of course I know that GLES 2.0 is basically a stripped down OpenGL 2.0, and that I’ll have to suffer the loss of things like the fixed function pipeline. But will it get any worse that that? I was hoping that the interfaces which GLES 2.0 did leave for me would at least work identically to their desktop GL counterparts. But is this indeed the case? I sure do hope so.