Is anyone using TinyGL or one of the various TinyGL forks (such as PicoGL, TinySDGL, etc.) as a backend for their game or program development? Also wondering if anyone's run across any interesting games written to work with TinyGL or one of its forks.
I'm considering using PicoGL as a backend for some programs I'm porting. It's missing some features of OpenGL, but I've been adding some in as needed. The version of PicoGL I'm working with now has limited support for glTexSubImage2D, can work with power of 2 sized textures that are represented with sizes other than 256 internally, has blending and some other features missing in TinyGL. If anyone else has added features, fixed bugs or patched TinyGL or a related fork, would love to compare notes on development changes.
PicoGL has an internal format of 32 bit ARGB. I've been debating whether to leave it using the ARGB format or whether I should convert it to another format such as RGBA. Are there any pros and cons to one particular 32 bit format over another?