diff --git a/contributing/development/core_and_modules/custom_platform_ports.rst b/contributing/development/core_and_modules/custom_platform_ports.rst index 80a1e09a8fe..3c24193d234 100644 --- a/contributing/development/core_and_modules/custom_platform_ports.rst +++ b/contributing/development/core_and_modules/custom_platform_ports.rst @@ -82,7 +82,7 @@ for reference. class to get much of the work done automatically. If the platform is not UNIX-like, you might use the - `Windows port ` + `Windows port `__ as a reference. **detect.py file** @@ -131,7 +131,8 @@ games. platform's screen resolution feature (if relevant). Any attempt to create or manipulate other window IDs can be rejected. - *If the target platform supports the graphics APIs in question:* Rendering - context for `Vulkan `__, + context for `Vulkan `__, + `Direct3D 12 `__ `OpenGL 3.3 or OpenGL ES 3.0 `__. - Input handlers for `keyboard `__ and `controller `__. @@ -157,8 +158,8 @@ games. is displayed at the top of the editor when one-click deploy is set up for the target platform. -If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL ES 3.0, -you have two options: +If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3, +or OpenGL ES 3.0, you have two options: - Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API. For example, `MoltenVK `__ is used on macOS