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Added more documentation for GPU_Init(). Thanks dhiahassen!

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README.md
··· 81 81 INCLUDING / LINKING 82 82 =================== 83 83 84 - Add the include for SDL_gpu.h to your sources. Link to SDL_gpu (libSDL_gpu.a) or SDL2_gpu (if you use SDL2). 84 + Add the include for SDL_gpu.h to your sources. Link to SDL2_gpu (libSDL2_gpu.a) or SDL_gpu (if you use the old SDL 1.2). 85 85 86 86 87 87 FULL DOCUMENTATION
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include/SDL_gpu.h
··· 726 726 /*! Sets the renderer ID order to use for initialization. If 'order' is NULL, it will restore the default order. */ 727 727 DECLSPEC void SDLCALL GPU_SetRendererOrder(int order_size, GPU_RendererID* order); 728 728 729 - /*! Initializes SDL and SDL_gpu. Creates a window and goes through the renderer order to create a renderer context. 729 + /*! Initializes SDL's video subsystem (if necessary) and all of SDL_gpu's internal structures. 730 + * Chooses a renderer and creates a window with the given dimensions and window creation flags. 731 + * A pointer to the resulting window's render target is returned. 732 + * 733 + * \param w Desired window width in pixels 734 + * \param h Desired window height in pixels 735 + * \param SDL_flags The bit flags to pass to SDL when creating the window. Use GPU_DEFAULT_INIT_FLAGS if you don't care. 736 + * \return On success, returns the new context target (i.e. render target backed by a window). On failure, returns NULL. 737 + * 738 + * Initializes these systems: 739 + * The 'error queue': Stores error codes and description strings. 740 + * The 'renderer registry': An array of information about the supported renderers on the current platform, 741 + * such as the renderer name and id and its life cycle functions. 742 + * The SDL library and its video subsystem: Calls SDL_Init() if SDL has not already been initialized. 743 + * Use SDL_InitSubsystem() to initialize more parts of SDL. 744 + * The current renderer: Walks through each renderer in the renderer registry and tries to initialize them until one succeeds. 745 + * 746 + * \see GPU_RendererID 747 + * \see GPU_InitRenderer() 748 + * \see GPU_InitRendererByID() 730 749 * \see GPU_SetRendererOrder() 750 + * \see GPU_PushErrorCode() 731 751 */ 732 752 DECLSPEC GPU_Target* SDLCALL GPU_Init(Uint16 w, Uint16 h, GPU_WindowFlagEnum SDL_flags); 733 753
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src/mainpage.dox
··· 9 9 <p>A good way to use this documentation is to start on the <a href="modules.html">Modules page</a>.</p> 10 10 11 11 12 + \section features FEATURES 13 + 14 + * High performance (it automatically collects and submits batches instead of separate draw commands for each sprite and redundant state changes) 15 + * Shader API 16 + * Arbitrary geometry rendering (triangles) 17 + * Can be integrated with explicit OpenGL calls (mixed 2D and 3D) 18 + * Full blend state control 19 + * Built-in primitive shapes (points, lines, tris, rects, ellipses, polygons, even arcs) 20 + * Uses a style familiar to SDL 1.2 users 21 + * Compatible with either SDL 1.2 or 2.0 22 + * Loads BMP, TGA, and PNG files via stb-image 23 + * Rotates and scales about the center of images, making reasoning about the resulting corner coordinates more obvious (adjustable via anchor settings) 24 + 25 + \section help_out HELP OUT 26 + 27 + SDL_gpu is free and open source! You can help either by contributing a pull request, filling out a bug report, sending an email, or give me a chance to put more time into it by donating: 28 + 29 + <a href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3WJCLJ3P4BV9A">Donate to SDL_gpu development 30 + </a> 31 + 32 + Anything you can do to help is really appreciated! 33 + 12 34 \section latest_source LATEST SOURCE 13 35 14 36 <p>SDL_gpu is hosted on Github (https://github.com/grimfang4/sdl-gpu). You can check out the latest version of the source code with Git:<br> ··· 19 41 20 42 <p>SDL 1.2 or SDL 2.0 (www.libsdl.org)<br> 21 43 A rendering backend<br> 22 - Currently implemented: OpenGL 1.1, OpenGL 2.0, OpenGL 3.0, OpenGL ES 1.1, OpenGL ES 2.0</p> 44 + Currently implemented: OpenGL 1.1, OpenGL 2.0, OpenGL 3.0, OpenGL 4.0, OpenGL ES 1.1, OpenGL ES 2.0, OpenGL ES 3.0</p> 23 45 24 46 25 47 \section building BUILDING 26 48 49 + You can see automated build status at the project page on Travis CI: 50 + 51 + <a href="https://travis-ci.org/grimfang4/sdl-gpu.svg?branch=master">[Build Status]</a> 52 + 53 + Automated builds will soon be available on the Github.io page. 54 + 27 55 <p>SDL_gpu uses CMake (www.cmake.org) to coordinate the library build process. CMake is available as a GUI program or on the command line.</p> 28 56 29 57 <p>For Linux/UNIX systems, run CMake in the base directory:<br> ··· 39 67 40 68 \section including_linking INCLUDING / LINKING 41 69 42 - <p>Add the include for SDL_gpu.h to your sources. Link to SDL_gpu (libSDL_gpu.a) or SDL2_gpu (if you use SDL2).</p> 70 + <p>Add the include for SDL_gpu.h to your sources. Link to SDL2_gpu (libSDL2_gpu.a) or SDL_gpu (if you use the old SDL 1.2).</p> 43 71 44 72 45 - \section documentation DOCUMENTATION 73 + \section documentation FULL DOCUMENTATION 46 74 47 - <p>Documentation is automatically generated with Doxygen (http://sourceforge.net/projects/doxygen).<br> 48 - Pre-generated documentation is hosted by DinoMage Games: 75 + <p>Documentation is automatically generated with Doxygen (http://sourceforge.net/projects/doxygen).<br><br> 76 + 77 + Pre-generated documentation can be found on the Github.io page:<br> 78 + https://grimfang4.github.io/sdl-gpu/<br> 79 + And at DinoMage Games:<br> 49 80 http://dinomage.com/reference/SDL_gpu/</p> 50 81 51 82 */