You are using an old or corrupted version of IDM, please update IDM to the latest version using 'Help->Check for updates...' menu item.
Game patches will improve hardware support/performance, fix bugs and add new features to your beloved retro pc games - a readme.txt is included in most cases. The Largest Collection of VR Chat Avatars & 3D Unity Models. VRCMods is the largest collection of free VRChat community avatars, we established in early 2018 and have been supporting the need for custom avatar solutions every day since. Join Our Discord Search Trending Avatars. Install or open the Epic Games launcher. Sign into the Epic Games launcher. On the Unreal Engine tab, click the Install Engine button to download and install the latest version of Unreal Engine. If you have additional questions, visit our FAQ or reach out on our support channels. Start your learning journey. Released ‐ 3.1.1 1. Generate Bill of materials for version from 8020.framexpert.com 2. Add Camera View Control Hit 3. Fixed many of crashes 4. Fixed about 20 bugs 5. Show gif animation help in Mac OS X Released ‐ 3.1 1. Supporting 8020 catalog 2. Improve design 3. Generate assembly documentation 4.
If you cannot update IDM using 'Help->Check for updates...' menu item, then you are not using a genuine copy of IDM!
Please find below what you need to know about non genuine or cracked versions of IDM:
1. First of all it's illegal. It's called software piracy, and it's the same as stealing. If you are caught, it may lead to years of imprisonment in many countries.
2. Cracked IDM versions and patches contain viruses and trojan programs. Note that hackers do not crack programs for free. They inject they own tools and turn the computers of users into zombies which send spam. Also hackers use these computer for all their illegal activities. You may send all patches and cracks to virustotal.com to verify it.
3. Modified and cracked versions of IDM work unstable. They freeze, crash, download files with errors, and may hang up computers.
4. We don't offer any support for cracked versions of IDM, also all updates for cracked versions are disabled.
Now you need to repair your installation of IDM:
Install the downloaded version of IDM over your current version to repair it!
You may register Internet Download Manager for a special price.
Installation Instruction
- Run .exe file
- Follow installation instructions
- Install IDM extension for your browser:
This is a fork of Google's ANGLE project. It adds Metal API backend support.Apple announced OpenGL (ES) deprecation in 2018. So the purpose of MetalANGLE is to allow OpenGL ES applicationsto continue operate on Apple platforms by translating OpenGL ES draw calls to Metal draw calls under the hood.It also supports OpenGL ES & Metal's interop.
30 Jun 2021 Update: Most of this repo's OpenGL ES 3.0 implementing code in Metal has been merged into official
ANGLE
repo.Initially, this was the only place where Metal backend's developments took place. It is not true anymore as Apple
are alsomaking modifications and are in a progress of merging their changes into official ANGLE
.See current Differences between MetalANGLE and official ANGLE.Preliminary Metal based WebGL benchmarks (based on gles3-dev branch code):
- Metal (54 fps) vs native OpenGL (46 fps) drawing 20k fish:
- This benchmark runs https://webglsamples.org/aquarium/aquarium.html on Chromium browser using AMD Radeon Pro 560 GPU.
Current Metal backend implementation status
- MetalANGLE has been migrated into official ANGLE repo. See current Differences between MetalANGLE and officialANGLE.
- OpenGL ES 2.0 functionalities are 100% completed.
- OpenGL ES 3.0 status:
- Occlusion queries.
- MSAA.
- Multiple render targets (Not all GL formats are supported on old iOS GPUs due to pixel storage's limits. See #issue 64).
- 3D, array, shadow textures.
- Texture swizzles (supported on iOS 13.0+, macOS 10.15+ only).
- Uniform buffers.
- Fence sync (supported on iOS 12.0+, macOS 10.14+ only).
- Pixel buffer objects.
- Primitive Restart. Metal's primitive restart doesn't work reliably.
- Flat shading with last provoking vertex. Metal's default is first provoking vertex.
- Transform feedbacks.
- OpenGL ES 1.0 is not recommended to be used. Its implementation is not actively maintained byoriginal
ANGLE
project and currently buggy/not fully compliant. - All basic samples are working.
- Almost all of ANGLE end2end tests have been passed. See List of failed tests.
- 98% of OpenGL ES 2.0 conformance tests passed. 90%+ of OpenGL ES 3.0 conformance tests passed. See Khronos VK-GL-CTS.
- These extensions have been implemented:
- EXT_instanced_arrays/ANGLE_instanced_arrays: Instanced draw calls for GLES 2.0.
- OES_depth_texture.
- EXT_draw_buffers: Multiple render targets for GLES 2.0.
- ANGLE_framebuffer_blit.
- APPLE_clip_distance: Custom clip planes.
- MGLKit utilities classes have been added. Providing kind of similar functionalies to Apples's GLKit.
- Urho3D engine's demos have been tested using MetalANGLE without issues. See Urho3D's MetalANGLE integration testing branch.
- Irrlicht Engine's integration with MetalANGLE sample: https://github.com/kakashidinho/irrlicht.
- Interop with Metal is supported, see Qt example: https://github.com/kakashidinho/qml-metalangle.
NoGL_TRIANGLE_FAN
&GL_LINE_LOOP
support in draw calls yet.- Metal doesn't allow buffer offset not being multiple of 4 bytes or multiple of attribute's size.Hence, draw calls that use unsupported offsets, strides, and vertex formats will force MetalANGLEto do conversions on the fly.
MSAA is not supported yet.- Old OpenGL ES 2.0 only implementation can be found on gles2 branch
- Platforms supports:
- MetalANGLE only supports MacOS 10.13+ for Mac.
- For iOS, the min supported version is iOS 9.0. However, Metal acceleration is only availablefor iOS 11.0+, any version prior to that will fall back to use native Apple OpenGL ESimplementation instead of Metal. Furthermore, most of the sample apps are compiled for iOS11.0+. So if you want to test the sample apps on 10.0 devices and below, it won't run, excepta few ones (e.g. MGLKitSampleApp_ios9.0).
- iPhone 5 and below are not supported.
- MacCatalyst 13.0+ is supported.
TODO lists
- Make sure it passes all ANGLE's tests.
SupportGL_TRIANGLE_FAN
&GL_LINE_LOOP
by generating index buffer on the fly using Metal compute shader.Use compute shader to convert unsupported offsets, strides & vertex formats.Support MSAA.- Fully support OpenGL ES 3.0.
How to build Metal ANGLE for MacOS & iOS
View the Metal backend's Dev setup instructions.
Currently, for convenience, MetalANGLE can also be built using an Xcode project provided in
ios/xcode
& mac/xcode
folder. The Xcode project also buildsMGLKit utilities wrapper library which providesMGLContext
, MGLLayer
, MGLKView
, MGLKViewController
, similar to Apple's provided GLKitclasses such as CAEAGLContext
, CAEAGLLayer
, GLKView
, GLKViewController
. Please openMGLKitSamples.xcodeproj
for example iOS app using this MGLKit
library.This documents contains some guides to port GLKit
apps to use MGLKit
.Nevertheless, you still need to setup the required environment and dependencies properly as mentioned inMetal backend's Dev setup instructions first.
Differences between MetalANGLE and Google's ANGLE
- Before June 2021, most of the Metal back-end code are shared between
MetalANGLE
andANGLE
. - From Aug-Sep 2021 onward, there would be some changes from
Apple
directly toANGLE
repo. Those changes might not beincluded inMetalANGLE
because of some development conflicts. Most of the Apple's changes benefit the Webkit'sWebGL standards and might not have optimal performance for normal uses. These changes from Apple include:- Rewriting the index buffer on the fly to support last provoking vertex of flat shading. While this helpsconforming to OpenGL ES's flat shading's specifications, it makes draw calls using flat shading becomeslower. In majority of use cases, user wouldn't care whether flat shading uses last or firstprovoking vertex.
MetalANGLE
includes iOS supports and high level API such asMGLKit that mimics Apple's deprecatedEAGL
&GLKit
API. These features are unlikely to be merged intoANGLE
sinceANGLE
project doesn'thave any plan to support iOS in near future.
The goal of ANGLE is to allow users of multiple operating systems to seamlessly run WebGL and otherOpenGL ES content by translating OpenGL ES API calls to one of the hardware-supported APIs availablefor that platform. ANGLE currently provides translation from OpenGL ES 2.0 and 3.0 to desktopOpenGL, OpenGL ES, Direct3D 9, and Direct3D 11. Support for translation from OpenGL ES to Vulkan isunderway, and future plans include compute shader support (ES 3.1) and MacOS support.
Level of OpenGL ES support via backing renderers
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal | |
---|---|---|---|---|---|---|
OpenGL ES 2.0 | complete | complete | complete | complete | complete | complete |
OpenGL ES 3.0 | complete | complete | complete | in progress | 90% complete | |
OpenGL ES 3.1 | in progress | complete | complete | in progress | ||
OpenGL ES 3.2 | planned | planned | planned |
Platform support via backing renderers
Direct3D 9 | Direct3D 11 | Desktop GL | GL ES | Vulkan | Metal |
---|---|---|---|---|---|
Windows | complete | complete | complete | complete | complete |
Linux | complete | complete | |||
Mac OS X | complete | complete | |||
iOS | complete | ||||
Chrome OS | complete | planned | |||
Android | complete | complete | |||
Fuchsia | in progress |
ANGLE v1.0.772 was certified compliant by passing the ES 2.0.3 conformance tests in October 2011.ANGLE also provides an implementation of the EGL 1.4 specification.
ANGLE is used as the default WebGL backend for both Google Chrome and Mozilla Firefox on Windowsplatforms. Chrome uses ANGLE for all graphics rendering on Windows, including the acceleratedCanvas2D implementation and the Native Client sandbox environment.
Portions of the ANGLE shader compiler are used as a shader validator and translator by WebGLimplementations across multiple platforms. It is used on Mac OS X, Linux, and in mobile variants ofthe browsers. Having one shader validator helps to ensure that a consistent set of GLSL ES shadersare accepted across browsers and platforms. The shader translator can be used to translate shadersto other shading languages, and to optionally apply shader modifications to work around bugs orquirks in the native graphics drivers. The translator targets Desktop GLSL, Direct3D HLSL, and evenESSL for native GLES2 platforms.
Sources
ANGLE repository is hosted by Chromium project and can bebrowsed online or cloned with
Download Metal Angel For Mac 1.1 Download
Building
View the Dev setup instructions.
Download Metal Angel For Mac 1.13
Contributing
Download Metal Angel For Mac 1.14
- Join our Google group to keep up to date.
- Join us on IRC in the #ANGLEproject channel on FreeNode.
- Join us on Slack in the #angle channel.
- File bugs in the issue tracker (preferably with an isolated test-case).
- Choose an ANGLE branch to track in your own project.
- Read ANGLE development documentation.
- Look at pendingand merged changes.
- Become a code contributor.
- Use ANGLE's coding standard.
- Learn how to build ANGLE for Chromium development.
- Get help on debugging ANGLE.
- Go through ANGLE's orientation and sift through starter projects.
- Read about WebGL on the Khronos WebGL Wiki.
- Learn about implementation details in the OpenGL Insights chapter on ANGLE and this ANGLE presentation.
- Learn about the past, present, and future of the ANGLE implementation in this presentation.
- Watch a short presentation on the Vulkan back-end.
- Track the dEQP test conformance
- Read design docs on the Vulkan back-end
- If you use ANGLE in your own project, we'd love to hear about it!