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Switching to opengl3_angle rendering backend fails to open projects in compatibility mode #84075
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Official builds use statically linked ANGLE, CI build does not, so a compatible |
Oh. . . I was right on thinking it was about the build, I just didn't know how. I did not find any mention to Angle in the latest docs for building godot. Should I open an issue in godot-docs about that? |
Yes, docs weren't updated. The relevant build flag is |
Since the issue is pretty much solved, should I close this, or should it stay open for another reason? |
Could we include those DLLs in the CI artifacts? Alternatively, we can include a downloader |
Godot version
v4.2.beta.custom_build [b662d23]
System information
Windows 10.0.19045 - GLES3 (Compatibility) - dedicated NVIDIA GeForce GTX 1650 (NVIDIA; 31.0.15.4592) - Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 Threads)
Issue description
This has been happening on the latest artifact builds, but not on 4.2-beta3
The drivers are updated and the PC rebooted.
The build console seems to recognize OpenGL API on 3.3.0 and my GPU can run up to 4.6
I was planning to wait for beta4, as this could be due to different build settings, but decided to open the issue anyway, in case it's important. 👀
Steps to reproduce
The MRP's contents are of little importance. Instead, it's a project in compatibility rendering using opengl3_angle for Windows.
Minimal reproduction project
GPUParticles Compatibility Angle.zip
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