#ANGLE
The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs available for that platform. ANGLE currently provides translation from OpenGL ES 2.0 to desktop OpenGL, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES 3.0 to all of these APIs is nearing completion, and future plans include enabling validated ES-to-ES support.

|                |  Direct3D 9   |    Direct3D 11      |    Desktop GL      |    GL ES  |
|----------------|:-------------:|:-------------------:|:------------------:|:---------:|
| OpenGL ES 2.0  |    complete   |      complete       |     complete       |   planned |
| OpenGL ES 3.0  |               |  nearing completion | nearing completion |   planned |
[Level of OpenGL ES support via backing renderers]

|             |    Direct3D 9  |   Direct3D 11  |   Desktop GL  |
|------------:|:--------------:|:--------------:|:-------------:|
| Windows     |        *       |        *       |       *       |
| Linux       |                |                |       *       |
| Mac OS X    |                |                |   in progress |
[Platform support via backing renderers]

ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011. ANGLE also provides an implementation of the EGL 1.4 specification.

ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windows platforms. Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.

Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGL implementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants of the browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shaders are accepted across browsers and platforms. The shader translator can be used to translate shaders to other shading languages, and to optionally apply shader modifications to work around bugs or quirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and even ESSL for native GLES2 platforms.

##Building
View the [Dev setup instructions](doc/DevSetup.md). For generating a Windows Store version of ANGLE view the [Windows Store instructions](doc/BuildingAngleForWindowsStore.md)

##Contributing
* Join our [Google group](https://groups.google.com/group/angleproject) to keep up to date.
* Join us on IRC in the #ANGLEproject channel on FreeNode.
* Read about ANGLE development in our [documentation](doc).
* Become a [code contributor](doc/ContributingCode.md).
* Refer to ANGLE's [coding standard](doc/CodingStandard.md).
* Learn how to [build ANGLE for Chromium development](doc/BuildingAngleForChromiumDevelopment.md).
* [Choose an ANGLE branch](doc/ChoosingANGLEBranch.md) to track in your own project.
* File bugs in the [issue tracker](http://code.google.com/p/angleproject/issues/list) (preferably with an isolated test-case).
* Read about WebGL on the [Khronos WebGL Wiki](http://khronos.org/webgl/wiki/Main_Page).
* Learn about implementation details in the [OpenGL Insights chapter on ANGLE](http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-ANGLE.pdf) and this [ANGLE presentation](https://code.google.com/p/angleproject/downloads/detail?name=ANGLE%20and%20Cross-Platform%20WebGL%20Support.pdf&can=2&q=).
* Learn about the past, present, and future of the ANGLE implementation in [this recent presentation](https://docs.google.com/presentation/d/1CucIsdGVDmdTWRUbg68IxLE5jXwCb2y1E9YVhQo0thg/pub?start=false&loop=false).
* If you use ANGLE in your own project, we'd love to hear about it!

