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Fix some apostrophes, because I'm possessive like that.
Bug: angleproject:5343 Change-Id: Ib3dcdf640a4d7f097c5e094bb18acb96f0a5510b Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2537233 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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@@ -122,7 +122,7 @@ This sections describes how to use ANGLE to build an OpenGL ES application.
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ANGLE can use a variety of backing renderers based on platform. On Windows, it defaults to D3D11 where it's available,
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or D3D9 otherwise. On other desktop platforms, it defaults to GL. On mobile, it defaults to GLES.
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ANGLE provides an EGL extension called `EGL_ANGLE_platform_angle` which allows uers to select which renderer to use at EGL initialization time by calling eglGetPlatformDisplayEXT with special enums. Details of the extension can be found in it's specification in `extensions/EGL_ANGLE_platform_angle.txt` and `extensions/EGL_ANGLE_platform_angle_*.txt` and examples of it's use can be seen in the ANGLE samples and tests, particularly `util/EGLWindow.cpp`.
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ANGLE provides an EGL extension called `EGL_ANGLE_platform_angle` which allows uers to select which renderer to use at EGL initialization time by calling eglGetPlatformDisplayEXT with special enums. Details of the extension can be found in its specification in `extensions/EGL_ANGLE_platform_angle.txt` and `extensions/EGL_ANGLE_platform_angle_*.txt` and examples of its use can be seen in the ANGLE samples and tests, particularly `util/EGLWindow.cpp`.
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To change the default D3D backend:
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