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Why is GLFW Angle on Windows depreciated?

grant

Member
CX Code Contributor
3rd Party Module Dev
3rd Party Tool Dev
Joined
Nov 19, 2019
Messages
80
Why is GLFW Angle on Windows depreciated? I looked around in some places, but can't find a statement on why it is now depreciated. I was considering using it, because I'm not sure how common it is for Windows computers to not have OpenGL capabilities. I only have a few computers and VMs with Windows to test on. So far I have 1 laptop and 2 VMs that can't run the games. I have 1 desktop, 1 tablet, and 1 VM that can run the games.
 
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The angle version was quite old. But I got a recent version build and need a bit more testing to make it a regular one again. It will come back.
You can move the current one out of the folder.
 
What kind of computers can't run OpenGL?! Unless you're using mojo2 (which uses shaders) OpenGL1/mojo1 should run even on Windows 98...
 
I think I'm just going to distribute the non-Angle build, state it requires OpenGL ES 2, and have a link to Mesa3D for if the player's computer is too old like my ragtag collection of computers are.

I hope to use MiniB3D which also seems to have a lower OpenGL version requirement.
 
The Angle target should work with mojo2 and vortex. mojo and minib3d won't work with it naturally as they use OpenGL.
But I tried myself and I see the problem. It copies the files in a release and a release32 folder. My fault as when I added 64bit compilation to the MSVC solution, I didn't change that in the angle solution. Needs to be fixed. Currently you have to merge the 2 folders manually.
 
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