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  • Hash : 401d9fe6
    Author : Olli Etuaho
    Date : 2015-08-26T10:19:59

    Fix debug build on Linux
    
    Compiling an assert in Program.cpp was failing at least on GCC 4.8
    because it compared unsigned size_t to zero, a comparison that was always
    true. The C standard defines size_t as unsigned, so the assert shouldn't
    be necessary on other platforms either.
    
    There was already a commit on top of the patch that added the bug, so it
    is simpler to fix the problem by changing the assert rather than
    reverting.
    
    TEST=standalone debug build on Linux
    
    Change-Id: Ifd910332a770f7360a15c31706beca740d0f289d
    Reviewed-on: https://chromium-review.googlesource.com/294971
    Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
    Tested-by: Olli Etuaho <oetuaho@nvidia.com>
    

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  • Git HTTP https://git.kmx.io/kc3-lang/angle.git
    Git SSH git@git.kmx.io:kc3-lang/angle.git
    Public access ? public
    Description

    A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.

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    kc3_lang_org thodg_w www_kmx_io thodg_l thodg thodg_m
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  • README.md

  • #ANGLE The goal of ANGLE is to allow Windows users to seamlessly run WebGL and other OpenGL ES content by translating OpenGL ES API calls to DirectX 9 or DirectX 11 API calls.

    ANGLE is a conformant implementation of the OpenGL ES 2.0 specification that is hardware‐accelerated via Direct3D. 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. Work on ANGLE’s OpenGL ES 3.0 implementation is currently in progress, but should not be considered stable.

    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.

    ##Contributing