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GLimp_GetProcAddresses() failed on every OpenGL ES context, so the GL2 renderer could not start on any ES target. Two independent causes: QGL_1_1_PROCS carried five entry points that exist in no version of OpenGL ES - glCallList, glDrawPixels, glFogi, glLineStipple and glPixelZoom. That list is shared by the desktop and ES paths, so requiring them there failed the whole load. Upstream keeps ES-incompatible functions in QGL_DESKTOP_1_1_PROCS; these are moved there to match. Only renderergl1 calls them - every use in renderergl2 sits inside an "#if 0 // FIXME: unimplemented (GL2)" - so nothing loses a function it actually invokes. The ES 3.0 context was also only ever requested under __EMSCRIPTEN__. Everywhere else the highest ES context asked for was 2.0, and since EGL returns a genuine ES 2.0 context when that is what was requested, ES 3 was never reached even on hardware that supports it. It is now requested first on all platforms. Verified on a Meta Quest 3 (Adreno 740): renderergl2 now comes up on an ES 3.2 context and compiles all 115 GLSL shaders. Desktop builds of both renderers are unaffected. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>