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-Windows
-================================================================================
-
-================================================================================
-OpenGL ES 2.x support
-================================================================================
-
-SDL has support for OpenGL ES 2.x under Windows via two alternative
-implementations.
-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
-ANGLE.
-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)
- or...
- * 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).
-
-Known Bugs:
-
- * 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.
-