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Build for macOS? #1
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I don't have mac hardware, so I have no way of creating it and making sure it works. |
I have a mac hardware. I can make sure it works if you make it. |
I have a need to build angle for multiple platforms, so i made https://github.com/webrogue-runtime/angle-builder. And it has macos support. I made it only for my own project, so it may change significantly in future. But feel free to use my code in this repo. @CarterLi, note that my build scripts can run locally too, so you can build angle by your own |
@Destructor17 Can you bundle the C header files into the artifacts? |
@CarterLi I am using Angle to load GLES implementation dynamically from SDL (SDL_GL_LoadLibrary routine). It needs no Angle headers, and I just don't know how to use Angle in other way. If you are sure that it is possible to link an app and Angle, then I will try it in distant future, but, as mentioned previously, my repo is unstable(may change in future) and is made for single project purposes only, so I guess you are better just to get these headres from a Google's repo. |
ANGLE is an EGL implementation that translates OpenGL API calls to the native graphic API calls (D3D, Metal, Vulkan, etc). You just use it as if you use EGL. I used the C headers provided by https://github.com/mmozeiko/build-angle/releases/tag/2024-09-01 and succeeded in acquiring the EGL version [
{
"type": "OpenGL",
"result": {
"version": "OpenGL ES 1.1.0 (ANGLE 2.1.23798 git hash: 177d15b3807b)",
"renderer": "ANGLE (Apple, ANGLE Metal Renderer: Apple M1 Pro, Version 14.6.1 (Build 23G93))",
"vendor": "Google Inc. (Apple)",
"slv": "OpenGL ES GLSL ES 1.10 (ANGLE 2.1.23798 git hash: 177d15b3807b)",
"library": "EGL 1.5 (ANGLE 2.1.23798 git hash: 177d15b3807b)"
}
}
] |
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