I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS. Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0? As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.
Student of computer graphics and 2K Czech - Junior programmer