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Simple DirectMedia Layer for Windows | ||
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OpenGL ES 2.x support | ||
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SDL has support for OpenGL ES 2.x under Windows via two alternative | ||
implementations. | ||
The most straightforward method consists in running your app in a system with | ||
a graphic card paired with a relatively recent (as of November of 2013) driver | ||
which supports the WGL_EXT_create_context_es2_profile extension. Vendors known | ||
to ship said extension on Windows currently include nVidia and Intel. | ||
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The other method involves using the ANGLE library (https://code.google.com/p/angleproject/) | ||
If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile | ||
extension is found, SDL will try to load the libEGL.dll library provided by | ||
ANGLE. | ||
To obtain the ANGLE binaries, you can either compile from source from | ||
https://chromium.googlesource.com/angle/angle or copy the relevant binaries from | ||
a recent Chrome/Chromium install for Windows. The files you need are: | ||
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* libEGL.dll | ||
* libGLESv2.dll | ||
* d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler) | ||
or... | ||
* d3dcompiler_43.dll (supports Windows XP or later) | ||
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If you compile ANGLE from source, you can configure it so it does not need the | ||
d3dcompiler_* DLL at all (for details on this, see their documentation). | ||
However, by default SDL will try to preload the d3dcompiler_46.dll to | ||
comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to | ||
support Windows XP) or to skip this step at all, you can use the | ||
SDL_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details). | ||
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Known Bugs: | ||
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* SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears | ||
that there's a bug in the library which prevents the window contents from | ||
refreshing if this is set to anything other than the default value. | ||
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