![]() Note An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Microsoft Store. I'm not too familiar with OpenGL ES (obviously), but according to tutorials functions like glLoadIdentity should be supported.ĭid I miss anything ? The headers in the Angle folder (gl2.h, glext.h and gl2platform.h) don't define them. 2 minutes to read 2 contributors Feedback Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime. When trying to use the same code in Angle+UWP, the compiler returns build errors on basic functions : error C2065: 'GL_PROJECTION': undeclared identifierĮrror C3861: 'glMatrixMode': identifier not foundĮrror C3861: 'glLoadIdentity': identifier not foundĮrror C3861: 'glOrtho': identifier not foundĮrror C2065: 'GL_MODELVIEW': undeclared identifierĮrror C2065: 'GL_TEXTURE_ENV': undeclared identifierĮrror C2065: 'GL_TEXTURE_ENV_MODE': undeclared identifierĮrror C2065: 'GL_MODULATE': undeclared identifierĮrror C3861: 'glTe圎nvf': identifier not found That code builds and runs fine in regular Win32 applications, using OpenGL and Glut. (RenderObject binds the appropriate buffers for vertices and texture coordinates, and then calls glDrawElements). GlOrtho(-viewWidth, viewWidth, -viewHeight, viewHeight, -1.0, 1.0) The regular OpenGL code is straightforward : glMatrixMode(GL_PROJECTION) One base function that is giving me problem is a full screen display of a quad in a texture (in order to apply shaders to that quad). ![]() I'm currently trying to adapt existing OpenGL code to a Universal Windows App, using the Angle component that is supposed to translate OpenGL calls to DirectX.
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