Updated docs.

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Бранимир Караџић 2019-03-14 18:28:38 -07:00
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@ -1019,6 +1019,12 @@ tutorial.</p>
<dd><p>Metal. </p>
</dd></dl>
<dl class="enumerator">
<dt id="_CPPv2N4bgfx12RendererType3NvnE">
<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>
<dd><p>NVN. </p>
</dd></dl>
<dl class="enumerator">
<dt id="_CPPv2N4bgfx12RendererType8OpenGLESE">
<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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@ -102,9 +102,9 @@
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="#amalgamated-build">Amalgamated Build</a></li>
<li class="toctree-l2"><a class="reference internal" href="#oculusvr-integration">OculusVR Integration</a></li>
<li class="toctree-l2"><a class="reference internal" href="#tools">Tools</a></li>
<li class="toctree-l2"><a class="reference internal" href="#alternative-build-systems">Alternative build systems</a></li>
<li class="toctree-l2"><a class="reference internal" href="#minimal-example-without-bgfx-example-harness">Minimal example without bgfx&#8217; example harness</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="examples.html">Examples</a></li>
@ -316,17 +316,6 @@ with single .cpp file. It&#8217;s only necessary to build
<a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/amalgamated.mm">src/amalgamated.mm</a>
instead) inside different build system.</p>
</div>
<div class="section" id="oculusvr-integration">
<h2>OculusVR Integration<a class="headerlink" href="#oculusvr-integration" title="Permalink to this headline"></a></h2>
<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>
<div class="highlight-python"><div class="highlight"><pre>set OVR_DIR=&lt;path to OculusSDK&gt;
</pre></div>
</div>
<p>And generate project files with <code class="docutils literal"><span class="pre">--with-ovr</span></code> option:</p>
<div class="highlight-python"><div class="highlight"><pre>..\bx\tools\bin\windows\genie --with-ovr vs2017
</pre></div>
</div>
</div>
<div class="section" id="tools">
<h2>Tools<a class="headerlink" href="#tools" title="Permalink to this headline"></a></h2>
<p>To build bgfx project files for tools, use <code class="docutils literal"><span class="pre">--with-tools</span></code> option:</p>
@ -343,6 +332,13 @@ instead) inside different build system.</p>
<p><strong>mkvfx</strong> is a tool that builds open source libraries commonly used in games, film, and vfx.
<a class="reference external" href="https://github.com/meshula/mkvfx#mkvfx---make-vfx-libraries-and-programs">https://github.com/meshula/mkvfx#mkvfx&#8212;make-vfx-libraries-and-programs</a></p>
</div>
<div class="section" id="minimal-example-without-bgfx-example-harness">
<h2>Minimal example without bgfx&#8217; example harness<a class="headerlink" href="#minimal-example-without-bgfx-example-harness" title="Permalink to this headline"></a></h2>
<p>This project demonstrates minimal amount of code needed to integrate bgfx with GLFW, but without
any of existing bgfx example harness. It also demonstrates how to build bgfx with alternative build
system.</p>
<p><a class="reference external" href="https://github.com/jpcy/bgfx-minimal-example">https://github.com/jpcy/bgfx-minimal-example</a></p>
</div>
</div>

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@ -969,6 +969,10 @@
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx12RendererType3NvnE">bgfx::RendererType::Nvn (C++ enumerator)</a>
</dt>
<dt><a href="bgfx.html#_CPPv2N4bgfx12RendererType6OpenGLE">bgfx::RendererType::OpenGL (C++ enumerator)</a>
</dt>

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@ -188,9 +188,9 @@ licensed under permissive BSD-2 clause open source license.</p>
</ul>
</li>
<li class="toctree-l2"><a class="reference internal" href="build.html#amalgamated-build">Amalgamated Build</a></li>
<li class="toctree-l2"><a class="reference internal" href="build.html#oculusvr-integration">OculusVR Integration</a></li>
<li class="toctree-l2"><a class="reference internal" href="build.html#tools">Tools</a></li>
<li class="toctree-l2"><a class="reference internal" href="build.html#alternative-build-systems">Alternative build systems</a></li>
<li class="toctree-l2"><a class="reference internal" href="build.html#minimal-example-without-bgfx-example-harness">Minimal example without bgfx&#8217; example harness</a></li>
</ul>
</li>
<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>
<li>Matt Chiasson (<a class="reference external" href="https://github.com/mchiasson">&#64;mchiasson</a>) - Various fixes and improvements.</li>
<li>Phil Peron (<a class="reference external" href="https://github.com/pperon">&#64;pperon</a>) - Tutorial how to use bgfx API.</li>
<li>Vincent Cruz (<a class="reference external" href="https://github.com/BlockoS">&#64;BlockoS</a>) - Wayland support.</li>
<li>Jonathan Young (<a class="reference external" href="https://github.com/jpcy">&#64;jpcy</a>) - Renderer for ioquake3 that uses bgfx,
minimal bgfx example.</li>
<li>Nick Waanders (<a class="reference external" href="https://github.com/NickWaanders">&#64;NickWaanders</a>) - shaderc: Metal fixes.</li>
</ul>
</div></blockquote>
<p>and <a class="reference external" href="https://github.com/bkaradzic/bgfx/graphs/contributors">others</a>...</p>

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