Updated docs.
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@ -2861,8 +2861,6 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
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</ul>
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</p>
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</li>
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<li><code class="first docutils literal"><span class="pre">_flags</span></code> - <p>Texture sampler filtering flags. UINT32_MAX use the sampler filtering mode set by texture.</p>
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</li>
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</ul>
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</dd>
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</dl>
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@ -4560,8 +4558,8 @@ otherwise prefer <cite>bgfx::setViewScissor</cite>.</p>
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<dd></dd></dl>
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<dl class="member">
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<dt id="_CPPv2N4bgfx13TextureFormat10R11G11B10FE">
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<span id="bgfx::TextureFormat::R11G11B10F"></span><span class="target" id="bgfxstructbgfx_1_1_texture_format_1a4fa5bcce97c848cf091d954362e501e6aadba44b102107a20a1d10e4225c7483e"></span><code class="descname">R11G11B10F</code><a class="headerlink" href="#_CPPv2N4bgfx13TextureFormat10R11G11B10FE" title="Permalink to this definition">¶</a></dt>
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<dt id="_CPPv2N4bgfx13TextureFormat8RG11B10FE">
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<span id="bgfx::TextureFormat::RG11B10F"></span><span class="target" id="bgfxstructbgfx_1_1_texture_format_1a4fa5bcce97c848cf091d954362e501e6a41ac710aca293e8831029481b9636a8f"></span><code class="descname">RG11B10F</code><a class="headerlink" href="#_CPPv2N4bgfx13TextureFormat8RG11B10FE" title="Permalink to this definition">¶</a></dt>
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<dd></dd></dl>
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<dl class="member">
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@ -1105,10 +1105,6 @@
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx13TextureFormat10R11G11B10FE">bgfx::TextureFormat::R11G11B10F (C++ class)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx13TextureFormat3R16E">bgfx::TextureFormat::R16 (C++ class)</a>
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</dt>
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@ -1161,6 +1157,10 @@
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx13TextureFormat8RG11B10FE">bgfx::TextureFormat::RG11B10F (C++ class)</a>
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</dt>
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<dt><a href="bgfx.html#_CPPv2N4bgfx13TextureFormat4RG16E">bgfx::TextureFormat::RG16 (C++ class)</a>
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</dt>
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@ -460,23 +460,7 @@ in GPA directory and add <code class="docutils literal"><span class="pre">exampl
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windowing libraries. The main requirement is that windowing library
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provides access to native window handle that’s used to create Direct3D
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device or OpenGL context.</p>
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<p>Using bgfx with SDL example:</p>
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<div class="highlight-default"><div class="highlight"><pre><span></span><span class="c1">#include <SDL.h></span>
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<span class="c1">#include <bgfx/platform.h> // it must be included after SDL to enable SDL</span>
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<span class="o">//</span> <span class="n">integration</span> <span class="n">code</span> <span class="n">path</span><span class="o">.</span>
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<span class="c1">#include <bgfx/bgfx.h></span>
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<span class="o">...</span>
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<span class="nb">int</span> <span class="n">main</span><span class="p">(</span><span class="o">...</span>
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<span class="p">{</span>
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<span class="n">SDL_window</span><span class="o">*</span> <span class="n">window</span> <span class="o">=</span> <span class="n">SDL_CreateWindow</span><span class="p">(</span><span class="o">...</span>
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<span class="n">bgfx</span><span class="p">::</span><span class="n">sdlSetWindow</span><span class="p">(</span><span class="n">window</span><span class="p">);</span>
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<span class="o">...</span>
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<span class="n">bgfx</span><span class="p">::</span><span class="n">init</span><span class="p">();</span>
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</pre></div>
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</div>
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<p>For more info see: <a class="reference internal" href="bgfx.html"><span class="doc">API Reference</span></a>.</p>
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<div class="admonition note">
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<p class="first admonition-title">Note</p>
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<p class="last">You can use <code class="docutils literal"><span class="pre">--with-sdl</span></code> when runnning GENie to enable SDL2 integration with examples:
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