@@ -239,6 +239,43 @@ Or, with all options enabled::
239239 multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/ ``
240240 subdirectories and at runtime the right one will be loaded.
241241
242+ Compiling with ANGLE support
243+ ----------------------------
244+
245+ ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used
246+ to improve support for the Compatibility renderer on some older GPUs with outdated
247+ OpenGL drivers and on Windows for ARM.
248+
249+ By default, Godot is built with dynamically linked ANGLE, you can use it by placing
250+ ``libEGL.dll `` and ``libGLESv2.dll `` alongside the executable.
251+
252+ .. note :: You can use dynamically linked ANGLE with export templates as well, rename
253+ aforementioned DLLs to ``libEGL.{architecture}.dll `` and ``libGLESv2.{architecture}.dll ``
254+ and place them alongside export template executables, and libraries will
255+ be automatically copied during the export process.
256+
257+ To compile Godot with statically linked ANGLE:
258+
259+ - Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases >`_, and unzip them.
260+ - When building Godot, add ``angle_libs={path} `` to tell SCons where to look for the ANGLE libraries::
261+
262+ scons platform=windows angle_libs=<...>
263+
264+ .. note :: You can optionally build the godot-angle-static libraries yourself with
265+ the following steps:
266+
267+ 1. Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static >`_
268+ directory and navigate to it.
269+ 2. Run the following command::
270+
271+ scons
272+
273+ If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
274+ you can also specify build architecture using ``arch={architecture}``.
275+
276+ ANGLE static library should be built using the same compiler you are
277+ using for building Godot.
278+
242279Development in Visual Studio
243280----------------------------
244281
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