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I think it's always using D3D on Windows. Take a look with depends.exe on

depends "C:\Users\<user-name>\AppData\Local\Google\Chrome\Application\14.0.797.0\libglesv2.dll"

It shows that D3D.DLL is used. There is simply no reason to complicate the life of QA and have two renderers.

Besides tracking down what works and what doesnt is very hard, and often depends on other things - drivers, settings, etc. (I have some experience with it, I work in gamedev company and we do port to PC regularly).

I myself like OpenGL much more than D3D, but my graphics peers think that D3D gives you more power to the metal. Now AngleProject is just trying not to be close to the metal, but to use what seems to work a bit more than OpenGL. (Although in honestly I haven't seen problem with desktop OpenGL on my Vista and XP machines - I have to use Maya, MotionBuilder and others and they do use OpenGL).



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