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src/raylib.h
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src/raylib.h
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*
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*
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* FEATURES:
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* FEATURES:
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* - Library written in plain C code (C99)
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* - Library written in plain C code (C99)
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* - Uses PascalCase/camelCase notation
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* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
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* - Multiple textures support, including compressed formats and mipmaps generation
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* - Multiple textures support, including compressed formats and mipmaps generation
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* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
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* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
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* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
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* - Audio loading and playing with streaming support and mixing channels: [audio]
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* - Audio loading and playing with streaming support and mixing channels: [audio]
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* - VR stereo rendering support with configurable HMD device parameters
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* - VR stereo rendering support with configurable HMD device parameters
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* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
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* - Custom color palette for fancy visuals on raywhite background
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* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
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* - Complete bindings for Lua, Go and Pascal
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* - Complete bindings for Lua, Go and Pascal
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*
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*
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* NOTES:
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* NOTES:
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* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
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* 32bit Colors - Any defined Color is always RGBA (4 byte)
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* One custom default font could be loaded automatically when InitWindow() [core]
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* One custom font is loaded by default when InitWindow() [core]
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* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
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* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
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*
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*
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* DEPENDENCIES:
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* DEPENDENCIES:
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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* GLFW3 (www.glfw.org) for window/context management and input [core]
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