mirror of https://github.com/encounter/SDL.git
9fd0d6191c
Carlos Angle supports GLES3 but when using these functions (SDL_CreateWindow and SDL_CreateRenderer), defaults again to GLES2.0. A current workaround (hack) to retrieve a GLES3.0 context with Angle is: 1) set SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); after InitSDL AND after calling SDL_CreateWindow (before SDL_CreateRenderer) 2) Comment lines 2032-2044 in SDL_render_gles2.c, funtion GLES2_CreateRenderer window_flags = SDL_GetWindowFlags(window); if (!(window_flags & SDL_WINDOW_OPENGL) || profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) { changed_window = SDL_TRUE; SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { goto error; } } This retrives a GLES3 context as confirmed using glGetString(GL_VERSION). This should be fixed by modifying a few if's. |
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VisualC | ||
VisualC-WinRT | ||
Xcode | ||
Xcode-iOS | ||
acinclude | ||
android-project | ||
build-scripts | ||
cmake | ||
debian | ||
docs | ||
include | ||
src | ||
test | ||
visualtest | ||
.hgignore | ||
Android.mk | ||
BUGS.txt | ||
CMakeLists.txt | ||
COPYING.txt | ||
CREDITS.txt | ||
INSTALL.txt | ||
Makefile.in | ||
Makefile.minimal | ||
Makefile.pandora | ||
Makefile.psp | ||
Makefile.wiz | ||
README-SDL.txt | ||
README.txt | ||
SDL2.spec.in | ||
SDL2Config.cmake | ||
TODO.txt | ||
VisualC.html | ||
WhatsNew.txt | ||
autogen.sh | ||
cmake_uninstall.cmake.in | ||
configure | ||
configure.in | ||
sdl2-config.cmake.in | ||
sdl2-config.in | ||
sdl2.m4 | ||
sdl2.pc.in |
README.txt
Simple DirectMedia Layer (SDL) Version 2.0 --- https://www.libsdl.org/ Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. More extensive documentation is available in the docs directory, starting with README.md Enjoy! Sam Lantinga (slouken@libsdl.org)