XLIGHTS Angle?

never heard of it altho if you google it google will point you to this forum for the anwser ... maybe seach here
 
Scott just removed all the ANGLE stuff, so ignore it. We don't really have OpenGL on the iPad so we added support for ANGLE for the Shader effect (all ui is Metal, so not needed there), but the performance of ANGLE was horrible for our use case. Thus, over the last several days, I moved the ShaderEffect from using ANGLE/OpenGL to using gslang -> spirv -> metal directly. This is actually slightly faster than OpenGL on Mac, WAY faster than ANGLE on iPad.

We also now have a complete Vulkan accelerated render engine for Windows and Linux. On Linux, the same gslang -> spirv can be used for the shader as Vulcan uses the spirv directly. Scott is working on the same for the Vulkan on Windows use case.

In any case, ANGLE on Windows was more or less an experiment that is now irrelevant. The path we are going is Vulkan on Linux and Windows and Metal on Mac/iPad.
 
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