Here is my initial stab at adding in GLES support to glLoadGen.
I added two new spec otion values.. gles1 and gles2. The reason is the way the spec is defined it isn't "core" and "compatible".. GLES 1.x is fixed-function ONLY, GLES 2.x+ is shader ONLY. the spec files were generated via your XMLSpecs repository with very minimal changes. (I'll push up a PR for that next)
there are a few other items that got snuck in here as spearate commits.. I can put those as separate PRS if you wish.
First is the is the addition of the SDL Function loader. This is also used in the GLES1/2 loaders right now.. I'll adjust that in a bit once I finish testing on iOS and Android.
Second is the tweak to support Lua 5.3
Add in SDL2 GetProcAddress support to the GL loader.
add in generated GLES spec files for ES 1.x, 2.x and 3.x
Adjust core lua scripts to support generating GLES 1.x adn GLES 2.x+ loaders
update hgignore and tweak GenTests/MakeAllExts for GLES
add in Lua 5.3 support
unpack is fully moved to table.unpack so create a wrapper in util
I'm really interested in generating Open GL ES 3.2 headers in cpp style (with namespace and so) because I'm using glLoadGen in a multi platform project. Can you give me an example on how to generate them with your branch?