The Android/Quest CMakeLists.txt patch previously reimplemented desktop
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immediate-mode GL (glBegin/glVertex3f/glEnd and friends) from scratch on top of GLES, since GLES has none of it. That code compiled but was never actually exercised - no on-screen verification was possible without real Quest hardware - making it the biggest unverified risk in the port. Replace it with GL4ES (MIT-licensed, prebuilt into the build image), a mature desktop-GL-on-GLES translation library used by other Quest/Android game ports for exactly this problem. This cuts 04-android-opengl-es-render.patch by half, deleting the hand-written vertex-accumulation emulation entirely; alpha test, point sprites, and point size stay on their existing GLES-native fixes rather than trusting GL4ES's shakier custom-shader interop for those. Bump build-image/VERSION to 3 - a fresh image with GL4ES cross-compiled for arm64-v8a was built and make apk verified successfully against it.
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@@ -7,3 +7,6 @@ under the GNU GPLv3 - see LICENSE.Shockolate. It is included unchanged
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and is not relicensed by this project's MIT license.
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Game assets are not included - see res/GET_ASSETS.txt.
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The Quest build bundles GL4ES (https://github.com/ptitSeb/gl4es),
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prebuilt unmodified as lib/arm64-v8a/libGL.so, which is MIT-licensed.
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