diff --git a/docs/build.dox b/docs/build.dox index 8ef3543a..ed79075a 100644 --- a/docs/build.dox +++ b/docs/build.dox @@ -225,6 +225,9 @@ library and include directory paths. Link against this like any other library. target_link_libraries(myapp OpenGL::GL) @endcode +For a minimal example of a program and GLFW sources built with CMake, see the +[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub. + @subsection build_link_cmake_package With CMake and installed GLFW binaries diff --git a/docs/quick.dox b/docs/quick.dox index 73070f4a..2c6fcb9d 100644 --- a/docs/quick.dox +++ b/docs/quick.dox @@ -246,12 +246,16 @@ glViewport(0, 0, width, height); You can also set a framebuffer size callback using @ref glfwSetFramebufferSizeCallback and be notified when the size changes. -Actual rendering with OpenGL is outside the scope of this tutorial, but there -are [many](https://open.gl/) [excellent](https://learnopengl.com/) -[tutorial](http://openglbook.com/) [sites](http://ogldev.atspace.co.uk/) that -teach modern OpenGL. Some of them use GLFW to create the context and window -while others use GLUT or SDL, but remember that OpenGL itself always works the -same. +The details of how to render with OpenGL is outside the scope of this tutorial, +but there are many excellent resources for learning modern OpenGL. Here are +a few of them: + + - [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/) + - [Learn OpenGL](https://learnopengl.com/) + - [Open.GL](https://open.gl/) + +These all happen to use GLFW, but OpenGL itself works the same whatever API you +use to create the window and context. @subsection quick_timer Reading the timer diff --git a/docs/vulkan.dox b/docs/vulkan.dox index 767cb9ff..2585c2bb 100644 --- a/docs/vulkan.dox +++ b/docs/vulkan.dox @@ -4,8 +4,8 @@ @tableofcontents -This guide is intended to fill the gaps between the [Vulkan -documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW +This guide is intended to fill the gaps between the official [Vulkan +resources](https://www.khronos.org/vulkan/) and the rest of the GLFW documentation and is not a replacement for either. It assumes some familiarity with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to the Vulkan documentation to explain the details of Vulkan functions. @@ -14,6 +14,11 @@ To develop for Vulkan you should download the [LunarG Vulkan SDK](https://vulkan.lunarg.com/) for your platform. Apart from headers and link libraries, they also provide the validation layers necessary for development. +The [Vulkan Tutorial](https://vulkan-tutorial.com/) has more information on how +to use GLFW and Vulkan. The [Khronos Vulkan +Samples](https://github.com/KhronosGroup/Vulkan-Samples) also use GLFW, although +with a small framework in between. + For details on a specific Vulkan support function, see the @ref vulkan. There are also guides for the other areas of the GLFW API.