Commit 4ad5108d by Geoff Lang

Fix more inconsistancies with the gitiles markdown renderer.

Change-Id: Ie960cc00f136d86e5e3702a8f2e2f0f1930a5f47 Reviewed-on: https://chromium-review.googlesource.com/285230Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org> Tested-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent ed72aba8
......@@ -22,6 +22,7 @@ Set the following environment variables as needed:
* `GYP_GENERATORS` to `msvs` (other options include `ninja` and `make`)
* `GYP_DEFINES` to `windows_sdk_path=YOUR_WIN_SDK_INSTALL_DIR` if you did not install the Windows 8.1 SDK in the default location.
* `GYP_MSVS_VERSION` to `2013` (or `2013e` for Express editions of MSVS)
Download the ANGLE source by running the following commands:
```
mkdir angle
......@@ -33,7 +34,7 @@ git checkout master
Gyp will generate the main VS2013 solution file as build/ANGLE.sln. If you update ANGLE, or make a change to the projects, they can be regenerated by executing `gclient runhooks`.
### Building ANGLE
1. Open one of the ANGLE Visual Studio solution files (see [Getting the Source](Getting the source)).
1. Open one of the ANGLE Visual Studio solution files (see [DevSetup.md#Development-setup-Getting-the-source](Getting the source)).
2. Select Build -> Configuration Manager
3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager.
4. Select Build -> Build Solution.
......@@ -58,12 +59,12 @@ By default, ANGLE will use a D3D11 renderer. To change the default:
* Right-click your project in the _Solution Explorer_, and select _Properties_.
* Under the _Configuration Properties_ branch, click _C/C++_.
* Add the relative path to the Khronos EGL and GLES2 header files to _Additional Include Directories_.
2. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building-ANGLE](Building ANGLE)).
2. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [DevSteup.md#Building-ANGLE](Building ANGLE)).
* For Visual C++
* Right-click your project in the _Solution Explorer_, and select _Properties_.
* Under the _Configuration Properties_ branch, open the _Linker_ branch and click _Input_.
* Add the relative paths to both the `libEGL.lib` file and `libGLESv2.lib` file to _Additional Dependencies_, separated by a semicolon.
3. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building-ANGLE](Building ANGLE)) into your application folder.
3. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [DevSteup.md#Building-ANGLE](Building ANGLE)) into your application folder.
4. Code your application to the Khronos [OpenGL ES 2.0](http://www.khronos.org/registry/gles/) and [EGL 1.4](http://www.khronos.org/registry/egl/) APIs.
## GLSL ES to GLSL Translator
......@@ -79,4 +80,4 @@ The basic usage is shown in `essl_to_glsl` sample under `samples/translator`. To
* `ShContructCompiler()` creates a translator object for vertex or fragment shader.
* `ShCompile()` translates the given shader.
* `ShDestruct()` destroys the given translator.
* `ShFinalize()` shuts down the translator library and must be called only once from each process using the translator.
\ No newline at end of file
* `ShFinalize()` shuts down the translator library and must be called only once from each process using the translator.
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