| # M(ulti-platform)ANGLE effort | |
| Starting in early 2014, the ANGLE team has begun work on refactoring the code | |
| with the goal of supporting translation to desktop OpenGL. In 2016, work on | |
| supporting Vulkan as a back-end started. The new purpose of ANGLE is to | |
| provide a consistent OpenGL ES and EGL context on as many platforms as possible. | |
| The design doc is available [here] | |
| (https://docs.google.com/document/d/17mxRfzXuEWyvGM3t2KqVY4svvfRj_GzysOEpmnDpqeo/edit?usp=sharing). |