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README.md

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@@ -35,7 +35,7 @@ Android and iOS versions might happen someday, but there are no concrete plans a
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RigelEngine is not very demanding, but it does require OpenGL-capable graphics hardware.
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Either OpenGL 3.0 or OpenGL ES 2.0 can be used, depending on what's chosen at compile time.
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To build in GL ES mode, pass `-DUSE_GL_ES=1` to CMake.
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To build in GL ES mode, pass `-DUSE_GL_ES=ON` to CMake.
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Most Desktop/laptop graphics cards support OpenGL 3.0 nowadays.
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However, some older integrated GPUs might only support OpenGL 2.
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Currently, the game will abort if the intro movies are missing, but they aren't mandatory for gameplay, and I'm planning to make them optional in the future.
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If there are existing saved games, high score lists, or settings found in the game files,
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RigelEngine imports them into its own user profile when running for the first time.
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### Command line options, debugging tools, more info
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You can find more info that didn't quite fit in this README over on [the Wiki](https://github.com/lethal-guitar/RigelEngine/wiki). For example, you'll find info on how to activate the built-in debugging tools, a list of bugs in the original version that have been fixed in Rigel Engine, etc.
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Installing the dependencies on Buster works exactly like [on Ubuntu](#linux-build-instructions-194).
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When building, you need to enable OpenGL ES Support, and I also recommend doing a release build:
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When building, you need to enable OpenGL ES Support:
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```bash
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mkdir build
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cd build
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cmake .. -DUSE_GL_ES=1 -DCMAKE_BUILD_TYPE=Release
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cmake .. -DUSE_GL_ES=ON -DWARNINGS_AS_ERRORS=OFF
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make
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```
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