Updated docs.
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@ -1019,6 +1019,12 @@ tutorial.</p>
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<dd><p>Metal. </p>
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</dd></dl>
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<dl class="enumerator">
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<dt id="_CPPv2N4bgfx12RendererType3NvnE">
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<span class="target" id="structbgfx_1_1_renderer_type_1a23d258e890027d7deff9d971e2493a32aeda3a8f82db963a0dae1d24987bb6b02"></span><code class="descname">Nvn</code><a class="headerlink" href="#_CPPv2N4bgfx12RendererType3NvnE" title="Permalink to this definition">¶</a></dt>
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<dd><p>NVN. </p>
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</dd></dl>
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<dl class="enumerator">
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<dt id="_CPPv2N4bgfx12RendererType8OpenGLESE">
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<span class="target" id="structbgfx_1_1_renderer_type_1a23d258e890027d7deff9d971e2493a32ab88722df715c016f46d3ee90d7a87be5"></span><code class="descname">OpenGLES</code><a class="headerlink" href="#_CPPv2N4bgfx12RendererType8OpenGLESE" title="Permalink to this definition">¶</a></dt>
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build.html
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build.html
@ -102,9 +102,9 @@
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="#amalgamated-build">Amalgamated Build</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#oculusvr-integration">OculusVR Integration</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#tools">Tools</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#alternative-build-systems">Alternative build systems</a></li>
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<li class="toctree-l2"><a class="reference internal" href="#minimal-example-without-bgfx-example-harness">Minimal example without bgfx’ example harness</a></li>
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</ul>
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</li>
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
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@ -316,17 +316,6 @@ with single .cpp file. It’s only necessary to build
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<a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/amalgamated.mm">src/amalgamated.mm</a>
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instead) inside different build system.</p>
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</div>
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<div class="section" id="oculusvr-integration">
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<h2>OculusVR Integration<a class="headerlink" href="#oculusvr-integration" title="Permalink to this headline">¶</a></h2>
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<p>To build with OculusVR HMD support enabled you must set <code class="docutils literal"><span class="pre">OVR_DIR</span></code> enviroment variable:</p>
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<div class="highlight-python"><div class="highlight"><pre>set OVR_DIR=<path to OculusSDK>
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</pre></div>
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</div>
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<p>And generate project files with <code class="docutils literal"><span class="pre">--with-ovr</span></code> option:</p>
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<div class="highlight-python"><div class="highlight"><pre>..\bx\tools\bin\windows\genie --with-ovr vs2017
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</pre></div>
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</div>
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</div>
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<div class="section" id="tools">
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<h2>Tools<a class="headerlink" href="#tools" title="Permalink to this headline">¶</a></h2>
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<p>To build bgfx project files for tools, use <code class="docutils literal"><span class="pre">--with-tools</span></code> option:</p>
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@ -343,6 +332,13 @@ instead) inside different build system.</p>
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<p><strong>mkvfx</strong> is a tool that builds open source libraries commonly used in games, film, and vfx.
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<a class="reference external" href="https://github.com/meshula/mkvfx#mkvfx---make-vfx-libraries-and-programs">https://github.com/meshula/mkvfx#mkvfx—make-vfx-libraries-and-programs</a></p>
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</div>
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<div class="section" id="minimal-example-without-bgfx-example-harness">
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<h2>Minimal example without bgfx’ example harness<a class="headerlink" href="#minimal-example-without-bgfx-example-harness" title="Permalink to this headline">¶</a></h2>
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<p>This project demonstrates minimal amount of code needed to integrate bgfx with GLFW, but without
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any of existing bgfx example harness. It also demonstrates how to build bgfx with alternative build
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system.</p>
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<p><a class="reference external" href="https://github.com/jpcy/bgfx-minimal-example">https://github.com/jpcy/bgfx-minimal-example</a></p>
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</div>
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</div>
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@ -969,6 +969,10 @@
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx12RendererType3NvnE">bgfx::RendererType::Nvn (C++ enumerator)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx12RendererType6OpenGLE">bgfx::RendererType::OpenGL (C++ enumerator)</a>
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</dt>
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@ -188,9 +188,9 @@ licensed under permissive BSD-2 clause open source license.</p>
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</ul>
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</li>
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<li class="toctree-l2"><a class="reference internal" href="build.html#amalgamated-build">Amalgamated Build</a></li>
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<li class="toctree-l2"><a class="reference internal" href="build.html#oculusvr-integration">OculusVR Integration</a></li>
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<li class="toctree-l2"><a class="reference internal" href="build.html#tools">Tools</a></li>
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<li class="toctree-l2"><a class="reference internal" href="build.html#alternative-build-systems">Alternative build systems</a></li>
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<li class="toctree-l2"><a class="reference internal" href="build.html#minimal-example-without-bgfx-example-harness">Minimal example without bgfx’ example harness</a></li>
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</ul>
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</li>
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<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a><ul>
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@ -528,6 +528,9 @@ cubemap as texture 2D array in a compute shader.</li>
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<li>Matt Chiasson (<a class="reference external" href="https://github.com/mchiasson">@mchiasson</a>) - Various fixes and improvements.</li>
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<li>Phil Peron (<a class="reference external" href="https://github.com/pperon">@pperon</a>) - Tutorial how to use bgfx API.</li>
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<li>Vincent Cruz (<a class="reference external" href="https://github.com/BlockoS">@BlockoS</a>) - Wayland support.</li>
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<li>Jonathan Young (<a class="reference external" href="https://github.com/jpcy">@jpcy</a>) - Renderer for ioquake3 that uses bgfx,
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minimal bgfx example.</li>
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<li>Nick Waanders (<a class="reference external" href="https://github.com/NickWaanders">@NickWaanders</a>) - shaderc: Metal fixes.</li>
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</ul>
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</div></blockquote>
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<p>and <a class="reference external" href="https://github.com/bkaradzic/bgfx/graphs/contributors">others</a>...</p>
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