I managed to get cocos2d-x running using the desktop opengl es interface on windows. Attached is an example where I use the dgles open source library (with some changes) in wxwidgets gl canvas. It seems like its working. I had to install the latest opengl on my pc, also download the extension headers, link with glew library to help with opengl extensions, change dgles to get it to work, and comment out a couple of things in my current version of cocos2d-x (I am not current). I would like to see if this version works on mac (or make the appropriate changes to get it to work on mac). I like this approach better since it did not require any of the eglsurface code, just a standard open gl window. Most of the calls should produce the same results, except for the framebuffer capture calls, but I’m okay with that since I don’t really intend to make a saleable game on pc or mac, just to debug and also build visual tools for laying out objects + editing data, and save it out as an XML or binary version of xml for gameplay.
Attached is a pic of my test case, with cocos2D embedded inside a window. The framerate says zero because at the moment I am only updating the director during render. I kept it there to show things actually do render. I didn’t do a deep analysis of what works and what doesn’t since I just got it to compile and not crash. Also, its just opengl calls which should technically work. At some point I will separate the render/update portions of the gameloop so that the render occurs during the window draw and the update can happen in a thread at regular intervals. It wasn’t too much work to get everything functional, but for me it took a while to find time to work on it … work and family taking up lots of time at the moment.