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