@@ -162,6 +162,43 @@ dependencies. Running it will bring up the Project Manager.
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:ref: `doc_data_paths_self_contained_mode ` by creating a file called
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``._sc_ `` or ``_sc_ `` in the ``bin/ `` folder.
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+ Compiling with ANGLE support
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+ ----------------------------
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+
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+ ANGLE provides translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
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+ to provide better support for Compatibility renderer on some older GPUs with outdated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 it.
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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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----------------------------
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