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@@ -239,6 +239,43 @@ Or, with all options enabled::
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multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
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multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
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subdirectories and at runtime the right one will be loaded.
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subdirectories and at runtime the right one will be loaded.
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+Compiling with ANGLE support
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+----------------------------
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+
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+ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
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+to improve support for the Compatibility renderer on some older GPUs with outdated
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+OpenGL drivers and on Windows for ARM.
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+
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+By default, Godot is built with dynamically linked ANGLE, you can use it by placing
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+``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
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+
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+.. note:: You can use dynamically linked ANGLE with export templates as well, rename
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+ aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
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+ and place them alongside export template executables, and libraries will
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+ be automatically copied during the export process.
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+
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+To compile Godot with statically linked ANGLE:
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+
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+- Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
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+- When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::
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+
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+ scons platform=windows angle_libs=<...>
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+
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+.. note:: You can optionally build the godot-angle-static libraries yourself with
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+ the following steps:
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+
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+ 1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_
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+ directory and navigate to it.
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+ 2. Run the following command::
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+
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+ scons
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+
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+ If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
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+ you can also specify build architecture using ``arch={architecture}``.
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+
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+ ANGLE static library should be built using the same compiler you are
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+ using for building Godot.
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+
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Development in Visual Studio
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Development in Visual Studio
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----------------------------
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----------------------------
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