OpenGL bindings for Windows and macOS are directly referenced when we compile the Lime shared library for these platforms. As a result, if the current compiler version or system GL library does not support all of the signatures targeted by our OpenGL ES 3.0 bindings layer, it will result in a build error.
We need to make it possible to build the Lime native shared library properly even with an older compiler, ideally enabling support for all OpenGL ES 3.0 signatures, based upon the current graphics card driver. As a bonus, we should consider adding a way to detect at runtime what signatures are truly available