Use these reference topics to look up API mapping and short code samples when porting from OpenGL ES 2.0 to Direct3D 11. How to: port a simple OpenGL ES 2.0 renderer to Direct3D 11.1įor this porting exercise, we'll start with the basics: bringing a simple renderer for a spinning, vertex-shaded cube from OpenGL ES 2.0 into Direct3D, such that it matches the DirectX 11 App (Universal Windows) template from Visual Studio 2015. I've tried the Mali, PowerVR and Qualcomm OpenGL ES emulator and all works. The underlying issue is seems is that the above posted issue occurs whenever a EGLConfig with EGLSAMPLES > 0 and or EGLSAMPLEBUFFERS 0 is used. The topics in this section help you plan your port strategy and the API changes that you must make when moving your graphics processing to Direct3D. Again, I guess I will just post my finding here in case someone else runs into the same issue. When starting the process of porting your graphics architecture from OpenGL ES 2.0 to Direct3D for the first time, familiarize yourself with the key differences between the APIs. For more information about ANGLE, go to the ANGLE for Microsoft Store Wiki. ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls. Note An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Microsoft Store. Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime.
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