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Documentation work.
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@ -56,11 +56,11 @@ GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", glfwGetPrimaryMonito
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Full screen windows cover the entire display area of a monitor, have no border
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or decorations.
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The requested window size combined with the window hints below form the _desired
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video mode_. The supported video mode most closely matching the desired video
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mode will be set for the chosen monitor as long as the window is focused. For
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more information about video modes supported by a monitor, see @ref
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monitor_modes.
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Each field of the @ref GLFWvidmode structure corresponds to a function parameter
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or window hint and combine to form the _desired video mode_ for that window.
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The supported video mode most closely matching the desired video mode will be
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set for the chosen monitor as long as the window is focused. For more
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information about retrieving video modes, see @ref monitor_modes.
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Video mode field | Corresponds to
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----------------------- | ------------------------
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@ -77,9 +77,9 @@ the video mode chosen by @ref glfwCreateWindow.
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By default, the original video mode of the monitor will be restored and the
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window iconified if it loses input focus, to allow the user to switch back to
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the desktop. This can be disabled with the `GLFW_AUTO_ICONIFY` window hint, for
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example if you wish to simultaneously cover multiple windows with full screen
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windows.
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the desktop. This behavior can be disabled with the `GLFW_AUTO_ICONIFY` window
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hint, for example if you wish to simultaneously cover multiple windows with full
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screen windows.
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To create a so called _windowed full screen_ or _borderless full screen_ window,
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i.e. a full screen window that doesn't change the video mode of the monitor, you
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@ -109,12 +109,11 @@ glfwDestroyWindow(window);
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Window destruction always succeeds. Before the actual destruction, all
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callbacks are removed so no further events will be delivered for the window.
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All windows remaining when @ref glfwTerminate is called are destroyed as well.
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When a full screen window is destroyed, the original video mode of its monitor
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is restored, but the gamma ramp is left untouched.
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All windows remaining when @ref glfwTerminate is called are destroyed as well.
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@subsection window_hints Window creation hints
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@ -224,22 +223,28 @@ Possible values are `GLFW_OPENGL_API` and `GLFW_OPENGL_ES_API`. This is a hard
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constraint.
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`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` specify the client
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API version that the created context must be compatible with.
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API version that the created context must be compatible with. The exact
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behavior of these hints depend on the requested client API.
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For OpenGL, `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are
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not hard constraints, as they don't have to match exactly, but @ref
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glfwCreateWindow will still fail if the resulting OpenGL version is less than
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the one requested. It is therefore perfectly safe to use the default of version
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1.0 for legacy code and you may still get backwards-compatible contexts of
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version 3.0 and above when available.
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@par OpenGL
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`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are not hard
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constraints, but creation will fail if the OpenGL version of the created context
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is less than the one requested. It is therefore perfectly safe to use the
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default of version 1.0 for legacy code and you may still get
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backwards-compatible contexts of version 3.0 and above when available.
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@par
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While there is no way to ask the driver for a context of the highest supported
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version, most drivers provide this when you ask GLFW for a version 1.0 context.
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version, GLFW will attempt to provide this when you ask for a version 1.0
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context, which is the default for these hints.
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For OpenGL ES, `GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are
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hard constraints to the extent that OpenGL ES 1.x cannot be returned if 2.0 or
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later was requested, and vice versa. This is because OpenGL ES 3.0 and later
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versions are backward compatible, but OpenGL ES 2.0 is not.
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@par OpenGL ES
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`GLFW_CONTEXT_VERSION_MAJOR` and `GLFW_CONTEXT_VERSION_MINOR` are not hard
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constraints, but creation will fail if the OpenGL ES version of the created
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context is less than the one requested. Additionally, OpenGL ES 1.x cannot be
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returned if 2.0 or later was requested, and vice versa. This is because OpenGL
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ES 3.x is backward compatible with 2.0, but OpenGL ES 2.0 is not backard
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compatible with 1.x.
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`GLFW_OPENGL_FORWARD_COMPAT` specifies whether the OpenGL context should be
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forward-compatible, i.e. one where all functionality deprecated in the requested
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