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ANGLE is a conformant OpenGL ES 2.0/3.0/3.1 implementation that translates between DirectX, Vulkan, OpenGL and Metal to use the native graphics API best suited to the hardware and OS of a system.
In practice this feature would look almost identical to a Clay GLES2.0 renderer. It would allow people making apps using ANGLE or OpenGL to use Clay without importing a higher-level library.
The text was updated successfully, but these errors were encountered:
I might investigate working on a draft implementation for an ANGLE/GLES2.0 renderer this weekend if that would be helpful. Defining a preprocessor variable for the OpenGL includes would allow it to work with many other OpenGL/GLES versions too.
I've been working on this renderer and have decided to separate the pure OpenGL rendering and the things that require other libraries (freetype+harfbuzz for text, etc.) into two files, so people can use only the OpenGL parts if they have other libraries for the rest.
With raylib and SDL it's possible to have only one dependency since they handle everything themselves so I feel like this is a good solution to make this renderer applicable for as many people as possible.
As for progress, I'm having typical GL troubles :) rectangles and rounded borders should be working soon, and font atlases are being created now. I've copied most of the raylib renderer when it comes to the general structure
ANGLE is a conformant OpenGL ES 2.0/3.0/3.1 implementation that translates between DirectX, Vulkan, OpenGL and Metal to use the native graphics API best suited to the hardware and OS of a system.
In practice this feature would look almost identical to a Clay GLES2.0 renderer. It would allow people making apps using ANGLE or OpenGL to use Clay without importing a higher-level library.
The text was updated successfully, but these errors were encountered: