|Simple DirectMedia Layer for Windows
|OpenGL ES 2.x support
|SDL has support for OpenGL ES 2.x under Windows via two alternative
|The most straightforward method consists in running your app in a system with
|a graphic card paired with a relatively recent (as of November of 2013) driver
|which supports the WGL_EXT_create_context_es2_profile extension. Vendors known
|to ship said extension on Windows currently include nVidia and Intel.
|The other method involves using the ANGLE library (https://code.google.com/p/angleproject/)
|If an OpenGL ES 2.x context is requested and no WGL_EXT_create_context_es2_profile
|extension is found, SDL will try to load the libEGL.dll library provided by
|To obtain the ANGLE binaries, you can either compile from source from
|https://chromium.googlesource.com/angle/angle or copy the relevant binaries from
|a recent Chrome/Chromium install for Windows. The files you need are:
| * libEGL.dll
| * libGLESv2.dll
| * d3dcompiler_46.dll (supports Windows Vista or later, better shader compiler)
| * d3dcompiler_43.dll (supports Windows XP or later)
|If you compile ANGLE from source, you can configure it so it does not need the
|d3dcompiler_* DLL at all (for details on this, see their documentation).
|However, by default SDL will try to preload the d3dcompiler_46.dll to
|comply with ANGLE's requirements. If you wish SDL to preload d3dcompiler_43.dll (to
|support Windows XP) or to skip this step at all, you can use the
|SDL_HINT_VIDEO_WIN_D3DCOMPILER hint (see SDL_hints.h for more details).
| * SDL_GL_SetSwapInterval is currently a no op when using ANGLE. It appears
| that there's a bug in the library which prevents the window contents from
| refreshing if this is set to anything other than the default value.