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+# How to build ANGLE for Windows Store
+
+ANGLE provides OpenGL ES 2.0 and EGL 1.4 libraries and dlls. You can use these to build and run OpenGL ES 2.0 applications on Windows.
+
+## Development setup
+
+ANGLE for Windows Store uses most of the same steps found in [ANGLE Development](DevSetup.md) with a few changes.
+
+### Required Tools
+ * [Visual Studio Community 2015](http://www.visualstudio.com/downloads/download-visual-studio-vs)
+ * Required to build ANGLE on Windows and for the packaged Windows 10 SDK.
+
+
+### Getting the source
+Set the following environment variables as needed:
+
+ * `GYP_GENERATORS` to `msvs`
+ * `GYP_MSVS_VERSION` to `2015`
+ * `GYP_GENERATE_WINRT` to `1`
+
+Download the ANGLE source by running the following commands:
+
+```
+git clone https://chromium.googlesource.com/angle/angle
+python angle/scripts/bootstrap.py
+gclient sync
+git checkout master
+```
+
+Gyp will generate multiple VS2015 solution files
+ * `winrt/10/src/angle.sln` for Windows 10
+
+
+### Building ANGLE
+ 1. Open one of the ANGLE Visual Studio solution files (see [Getting the source](BuildingAngleForWindowsStore.md#Development-setup-Getting-the-source)).
+ 2. Select Build -> Configuration Manager
+ 3. In the "Active solution configuration:" drop down, select the desired configuration (eg. Release), and close the Configuration Manager.
+ 4. Select Build -> Build Solution.
+Once the build completes, the output directory for your selected configuration (eg. `Release_Win32`, located next to the solution file) will contain the required libraries and dlls to build and run an OpenGL ES 2.0 application.
+
+### To Use ANGLE in Your Application
+ 1. A template for creating a Windows Store application that uses ANGLE can be found [here](http://blogs.msdn.com/b/vcblog/archive/2015/07/30/cross-platform-code-sharing-with-visual-c.aspx).
+ 2. Configure your build environment to have access to the `include` folder to provide access to the standard Khronos EGL and GLES2 header files.
+ * For Visual C++
+ * Right-click your project in the _Solution Explorer_, and select _Properties_.
+ * Under the _Configuration Properties_ branch, click _C/C++_.
+ * Add the relative path to the Khronos EGL and GLES2 header files to _Additional Include Directories_.
+ 3. Configure your build environment to have access to `libEGL.lib` and `libGLESv2.lib` found in the build output directory (see [Building ANGLE](DevSteup.md#Building-ANGLE)).
+ * For Visual C++
+ * Right-click your project in the _Solution Explorer_, and select _Properties_.
+ * Under the _Configuration Properties_ branch, open the _Linker_ branch and click _Input_.
+ * Add the relative paths to both the `libEGL.lib` file and `libGLESv2.lib` file to _Additional Dependencies_, separated by a semicolon.
+ 4. Copy `libEGL.dll` and `libGLESv2.dll` from the build output directory (see [Building ANGLE](DevSetup.md#Building-ANGLE)) into your application folder or packages location if a ANGLE Windows Store NuGet was used.
+ 5. Code your application to the Khronos [OpenGL ES 2.0](http://www.khronos.org/registry/gles/) and [EGL 1.4](http://www.khronos.org/registry/egl/) APIs.
+