I am currently studying the possibility of rendering vector graphics from an SVG> file using OpenGL and OpenGL ES. I intend to target Windows and Android. My ideal solution would be to have a minimal C library that generates a polygon triangulation from a given SVG file. It will then generate standard OpenGL or OpenGL ES calls and use the display list or vbo to optimize when redrawing. I would simply draw a display list to draw a vector image after translation and rotation, which allows me to mix this with other OpenGL> calls.
If you want to convert SVG vector shapes to OpenGL | ES, I suggest doing the parser and the logic yourself. Please note that SVG is a huge specification with various features such as drawing servers (gradients, templates ...), links, filters, cropping, font handling, animation, scripts, links, etc.
If you need full svg support, then there is a http://code.google.com/p/enesim library called egueb (and especially esvg) that uses enesim (a rendering library that has software and opengl) for drawing. In most cases, it uses shaders, and everything is visualized in texture, the library is very flexible, allowing you to adapt to your specific needs, for example, change the rendered scene, transform it, etc. Since the gl drawing is always done in texture.
So far I see that the suggestions are to use QT or Cairo first. - This is not an option considering that I want to manage my own OpenGL context without bloated libraries (in the context of what I'm trying to achieve). And it is not suitable for Android.
The second option is to use libraries that display texture. Although this may be good for static vector graphics, it is not an efficient or feasible option for games where scaling and cornering often occur.
In the particular case, gl backend enesim does not create GLX (or any other window-dependent context), you must provide it, so it adapts perfectly to your situation, since it uses only GL calls.
The only drawback is that the library is not finished yet in terms of gl support or full support for the SVG specification, but depending on your needs, it seems to me a good option.