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Add instructions for compiling with ANGLE on Windows.
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contributing/development/compiling/compiling_for_windows.rst

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@@ -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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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to provide better support for Compatibility renderer on some older GPUs with outdated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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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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.. 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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To compile Godot with statically linked ANGLE:
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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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scons platform=windows angle_libs=<...>
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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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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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scons
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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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ANGLE static library should be built using the same compiler you are
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using for building Godot.
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Development in Visual Studio
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----------------------------
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