Wgpu now has a working OpenGL backend. I know bevy intends to support that, but it does not work yet.
Creating this issue to make it easier to track progress on that front.
Yup just for some additional context, I upgraded bevy to use "git wgpu" here: https://github.com/cart/bevy/tree/upgrade-wgpu, but I get this error:

Probably somehow related to the fact that Bevy does some rendering stuff (like creating gpu resources) on other threads.
Using schedule.run() (single threaded) instead of the parallel executor got me past the threading errors.
Then I hit an issue where wgpu didnt like that we use ceil() in sprite_sheet.vert:

Removing that unlocked a new error:

Which indicates that we're using an unsupported binding type:

@kvark I'm just pulling you in so you're aware of where we're at. I'm not asking you for anything :smile:
I pushed a new branch with the changes listed above: https://github.com/cart/bevy/tree/opengl-testing
It's too early for Bevy to play with our OpenGL backend. Let us at least get our own samples running first :sweat_smile:
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It's too early for Bevy to play with our OpenGL backend. Let us at least get our own samples running first :sweat_smile: