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![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/axmolengine/axmol?style=plastic)
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> ⚠️⚠️⚠️ NOTICE ⚠️⚠️⚠️
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>
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> This branch still at an early develop phase, and the main goals is:
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> - OpenGL3/GLES3 support
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> - The GLES2 support was dropped
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> - Mesh instancing draw support
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> - Use glslcc as shader workflow, write shader by ESSL310, build to target platforms: MSL for Apple(macOS/iOS/tvOS), ESSL300 for Android, ANGLE, GLSL330 for Desktop GL
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> - Improve ProgramManager for loading custom shader program more easy
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> - Improve text rendering, SDF outline support
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> - Improve FileStream, handle large 4GB+ files
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> - Many other improvements: refer to [#1279](https://github.com/axmolengine/axmol/issues/1279)
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**[简体中文](README_CN.md)**
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## Supported Platforms
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[![QQ Group](https://img.shields.io/badge/QQGroup-join-green.svg)](https://jq.qq.com/?_wv=1027&k=nvNmzOIY)
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> ⚠️⚠️⚠️ NOTICE ⚠️⚠️⚠️
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>
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> 本分支处于早期开阶段, 主要目标是:
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> - OpenGL3/GLESv3支持
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> - 废弃GLES2设备支持
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> - Mesh实例化渲染支持
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> - 使用`glslcc`作为新的引擎着色器工作流,开发者使用ESSL310或GLSL450语法编写shader, 引擎自动使用`glslcc`编译为目标支持平台语法:
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> - Desktop GL: GLSL330
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> - GLESv3: ESSL300
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> - Metal: MSL
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> - 增强shader缓存管理和加载机制,加载API更加易用
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> - 增强文本渲染, 增加SDF outline支持
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> - 增强FileStream, 使之能处理大文件,FileUtils::getContents在所有平台都基于FileStream读取文件
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> - 其他更多优化,请查看: [#1279](https://github.com/axmolengine/axmol/issues/1279)
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**[English](README.md)**
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## 支持平台列表
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