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>
This commit is contained in:
Stephen White
2020-11-13 10:27:55 -05:00
committed by Commit Bot
parent 4dc91509bc
commit 63b548b935

View File

@@ -122,7 +122,11 @@ This sections describes how to use ANGLE to build an OpenGL ES application.
ANGLE can use a variety of backing renderers based on platform. On Windows, it defaults to D3D11 where it's available,
or D3D9 otherwise. On other desktop platforms, it defaults to GL. On mobile, it defaults to GLES.
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`.
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`.
To change the default D3D backend: