I have been starting to learn SDL2 within Visual C++ the past couple of weeks. I have currently gotten to a point where I am rendering some scaling buttons (with states: mousehover, down, etc). I am doing this with the use of the OpenGL flag on the window creation.
However, what concerns me is what happens on other platforms? Will SDL2 use whatever version of OpenGL is on the machine, or if none available (like on some phones) will it choose the ES versions or another rendering option (with last fallback of software rendering)? What happens if I call an OpenGL function that is from a higher version than exists on the machine (it might work on my machine but not another)?
*Yes I have tried searching the net but could not find anything about using the OpenGL flag and the different OpenGL versions All I could really find is people that just iterate using the flag to use OpenGL*