Hi.
I was able to successfully compile angle inside our project (Godot Engine if you're curious, here is my angle branch
https://github.com/punto-/godot/tree/angle), I have a an issue with the context, and a question about building:
- Is there any example that could be considered the best way to create a context compatible with the host system? The problem I'm seeing right now is that on computers where our opengl renderer crashes, the angle build shows a grey screen, and we get the error "Program LINK FAILED: Failed to create D3D shaders.". However the same game on the same computer, exported to HTML5 and run from inside Chrome works fine. So it looks like the computer is capable of running the shader, there could be a problem with how I create the context?
- Is there an easy way to enable static linking of everything? I found the "ANGLE_TRANSLATOR_STATIC" macro, but for everything else I had to go into the headers and define all the *APIENTRY stuff. I'm hoping to be able to do this with a macro too, so it'll be easier to merge new versions in the future.
Thanks,
Ariel.