Manual compilation guide work.

This commit is contained in:
Camilla Berglund 2013-11-20 14:32:45 +01:00
parent 8b1b322771
commit 9979da59e3

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@ -221,19 +221,21 @@ configurations and to create contexts. The options are:
- `_GLFW_NSGL` to use the Cocoa OpenGL framework - `_GLFW_NSGL` to use the Cocoa OpenGL framework
- `_GLFW_WGL` to use the Win32 WGL API - `_GLFW_WGL` to use the Win32 WGL API
- `_GLFW_GLX` to use the X11 GLX API - `_GLFW_GLX` to use the X11 GLX API
- `_GLFW_EGL` to use the EGL API - `_GLFW_EGL` to use the EGL API (experimental)
The client library is the one providing the OpenGL or OpenGL ES API, which is The client library is the one providing the OpenGL or OpenGL ES API, which is
used by GLFW to probe the created context. This is not the same thing as the used by GLFW to probe the created context. This is not the same thing as the
client API, as many desktop OpenGL client libraries now expose the OpenGL ES API client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
through extensions. The options are: through extensions. The options are:
- `_GLFW_USE_OPENGL` for the desktop OpenGL - `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
- `_GLFW_USE_GLESV1` for OpenGL ES 1.x OpenGL.framework)
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x - `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL, Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
as the other context creation APIs do not interface with as the other context creation APIs do not interface with OpenGL ES client
libraries.
If you are building GLFW as a shared library / dynamic library / DLL then you If you are building GLFW as a shared library / dynamic library / DLL then you
must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it. must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
@ -241,18 +243,15 @@ must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
If you are using the X11 window creation API then you *must* also select an entry If you are using the X11 window creation API then you *must* also select an entry
point retrieval mechanism. point retrieval mechanism.
- `_GLFW_HAS_GLXGETPROCADDRESS` to use glXGetProcAddress (recommended) - `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use glXGetProcAddressARB - `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use glXGetProcAddressEXT - `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` - `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
On modern systems it is usually safe to assume that
`_GLFW_HAS_GLXGETPROCADDRESS` is present.
If you are using the Cocoa window creation API, the following options are If you are using the Cocoa window creation API, the following options are
available: available:
- `_GLFW_USE_CHDIR` to `chdir` into the `Resources` directory of the - `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
application bundle during @ref glfwInit (recommended) application bundle during @ref glfwInit (recommended)
- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window - `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
is created (recommended) is created (recommended)