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70 lines
2.2 KiB
Plaintext
70 lines
2.2 KiB
Plaintext
This folder contains precompiled versions of various optional
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dependencies for OpenTK. These are meant for your convenience
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and are completely optional to use.
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The folder structure is split by CPU architecture:
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Dependencies/x86/ - compiled for 32bit Intel and AMD processors
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Dependencies/x64/ - compiled for 64bit Intel and AMD processors
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Dependencies/ - contains readme and license files
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The dependencies are as follows:
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[SDL2.dll]
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[libSDL2.dylib]
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The Simple DirectMedia Library compiled for Windows and Mac OS X.
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Copy these to your application directory in order to use the SDL2
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platform backend for OpenTK.
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http://libsdl.org
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"Simple DirectMedia Layer is a cross-platform development library
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designed to provide low level access to audio, keyboard, mouse,
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joystick, and graphics hardware via OpenGL and Direct3D."
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Advantages:
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+ improved stability
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+ improved joystick support
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+ support for Macbook Retina displays
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+ support for Steam "Big Picture" controller configuration
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Disadvantages:
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- does not support OpenTK.GLControl (fix in progress)
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- does not support multiple mice or keyboards
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- does not support DisplayResolution.ChangeResolution
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It is highly recommended that you use the SDL2 backend on Mac OS X.
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[openal32.dll]
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OpenAL Soft compiled for Windows. Copy this to your application
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directory in order to use OpenAL on Windows.
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http://kcat.strangesoft.net/openal.html
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"OpenAL Soft is an LGPL-licensed, cross-platform, software
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implementation of the OpenAL 3D audio API."
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This is required in order to use OpenAL on Windows platforms.
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Linux and Mac OS X support OpenAL out of the box.
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[libEGL.dll]
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[libGLESv2.dll]
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[d3dcompiler_46.dll]
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ANGLE Project compiled for Windows. Copy these to your application
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directory in order to use OpenGL ES 2.0 on Windows.
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https://code.google.com/p/angleproject/
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"The goal of ANGLE is to allow Windows users to seamlessly run WebGL
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and other OpenGL ES 2.0 content by translating OpenGL ES 2.0 API
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calls to DirectX 9 or DirectX 11 API calls."
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These are required if you wish to publish an OpenGL ES application
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to the Windows Store. You can also use these in order to port or test
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OpenGL ES code from and to mobile devices (Android, iPhone).
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