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Wrap a paragraph in DevSetup docs to 100 chars.
Bug: angleproject:5343 Change-Id: I27735c814ab5e4cafe1f1a9e9577e27a2d5ad6a7 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2537237 Commit-Queue: Stephen White <senorblanco@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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@@ -122,7 +122,11 @@ 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 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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ANGLE provides an EGL extension called `EGL_ANGLE_platform_angle` which allows uers to select
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which renderer to use at EGL initialization time by calling eglGetPlatformDisplayEXT with special
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enums. Details of the extension can be found in its specification in
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`extensions/EGL_ANGLE_platform_angle.txt` and `extensions/EGL_ANGLE_platform_angle_*.txt` and
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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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