I did give it a try with Angle project and SDL2 and it works like a charm, but my frames per second are always synchronized with the monitor and SDL_GL_SetSwapInterval does not do anything. The synchronization works fine in normal OpenGL mode though (without Angle). Does anyone know what might be the problem?
Code:
int
WIN_GLES_SetSwapInterval(_THIS, int interval)
{
/* FIXME: This should call SDL_EGL_SetSwapInterval, but ANGLE has a bug that prevents this
* from working if we do (the window contents freeze and don’t swap properly). So, we ignore
* the request for now.
*/
SDL_Log(“WARNING: Ignoring SDL_GL_SetSwapInterval call due to ANGLE bug”);
return 0;
}