Merge pull request #3 from RobotCaleb/patch-2

Update README.md
macos/v1.5.9
Yaron Cohen-Tal 8 years ago committed by GitHub
commit 15898325c1
  1. 82
      README.md

@ -1,11 +1,11 @@
Epoxy is a library for handling OpenGL function pointer management for
you.
It hides the complexity of ```dlopen()```, ```dlsym()```,
```glXGetProcAddress()```, ```eglGetProcAddress()```, etc. from the
It hides the complexity of `dlopen()`, `dlsym()`,
`glXGetProcAddress()`, `eglGetProcAddress()`, etc. from the
app developer, with very little knowledge needed on their part. They
get to read GL specs and write code using undecorated function names
like ```glCompileShader()```.
like `glCompileShader()`.
Don't forget to check for your extensions or versions being present
before you use them, just like before! We'll tell you what you forgot
@ -17,8 +17,8 @@ Features
* Automatically initializes as new OpenGL functions are used.
* Desktop OpenGL 4.4 core and compatibility context support.
* OpenGL ES 1/2/3 context support.
* Knows about function aliases so (e.g.) ```glBufferData()``` can be
used with ```GL_ARB_vertex_buffer_object``` implementations, along
* Knows about function aliases so (e.g.) `glBufferData()` can be
used with `GL_ARB_vertex_buffer_object` implementations, along
with desktop OpenGL 1.5+ implementations.
* GLX, and WGL support.
* EGL support. EGL headers are included, so they're not necessary to build Epoxy
@ -37,27 +37,27 @@ Building with CMake should be as simple as running:
cd <my-build_dir>
cmake -G <my-generator> <my-source-dir>
(run "cmake -h" see a list of possible generators). Then, to build the project,
depending on the type of generator you use, e.g. for Unix type "make", and for
(run `cmake -h` see a list of possible generators). Then, to build the project,
depending on the type of generator you use, e.g. for Unix type `make`, and for
MSVC open the solution in Visual studio and build the solution.
* NOTE: To build for 64 bit with MSVC add " Win64" to the generator name, e.g.
"Visual studio 14 2015 Win64".
* NOTE: To build for 64 bit with MSVC add ` Win64` to the generator name, e.g.
`Visual studio 14 2015 Win64`.
* To rebuild the generated headers from the specs, add
"-DEPOXY_REBUILD_FROM_SPECS=ON" to the "cmake" invocation.
`-DEPOXY_REBUILD_FROM_SPECS=ON` to the `cmake` invocation.
* To build also static libraries, add
"-DEPOXY_BUILD_STATIC=ON" to the "cmake" invocation.
`-DEPOXY_BUILD_STATIC=ON` to the `cmake` invocation.
* To disable building shared libraries, add
"-DEPOXY_BUILD_SHARED=OFF" to the "cmake" invocation.
`-DEPOXY_BUILD_SHARED=OFF` to the `cmake` invocation.
* To disable building tests, add
"-DEPOXY_BUILD_TESTS=OFF" to the "cmake" invocation.
`-DEPOXY_BUILD_TESTS=OFF` to the `cmake` invocation.
* To link to the static Runtime Library with MSVC (rather than to the DLL), add
"-DEPOXY_MSVC_USE_RUNTIME_LIBRARY_DLL=OFF" to the "cmake" invocation.
`-DEPOXY_MSVC_USE_RUNTIME_LIBRARY_DLL=OFF` to the `cmake` invocation.
Building (Autotools)
---------------------
@ -91,21 +91,21 @@ With MSVC you can also build directly with NMAKE. This type of build only
supports building shared libraries. However it also supports building
tests.
1) Check src\Makefile.vc to ensure that PYTHONDIR is pointing to your Python
1. Check `src\Makefile.vc` to ensure that `PYTHONDIR` is pointing to your Python
installation, either a 32-bit or a 64-bit (x64) installation of Python 2 or 3
will do.
2) Copy "include\epoxy\config.h.guess" to "include\epoxy\config.h".
3) Open an MSVC Command prompt and run "nmake Makefile.vc CFG=release" or
"nmake Makefile.vc CFG=debug" in src\ for a release or debug build.
4) Optionally, add src\ into your PATH and run the previous step in test\. Run
the tests by running the built ".exe"-s.
5) Assuming you want to install in %INSTALL_DIR%, copy common.h, config.h,
khrplatform.h, eglplatform.h, gl.h, gl_generated.h, wgl.h, wgl_generated.h,
egl.h and egl_generated.h from include\epoxy\ to
%INSTALL_DIR%\include\epoxy\, copy src\epoxy.lib to %INSTALL_DIR%\lib\ and
copy epoxy-vs12.dll and epoxy-vs12.pdb (if you've built a debug build) from
src\ to %INSTALL_DIR%\bin\. Create directories as needed.
6) To clean the project, repeat steps 2 and 3, adding " clean" to the commands.
2. Copy `include\epoxy\config.h.guess` to `include\epoxy\config.h`.
3. Open an MSVC Command prompt and run `nmake Makefile.vc CFG=release` or
`nmake Makefile.vc CFG=debug` in src\ for a release or debug build.
4. Optionally, add src\ into your PATH and run the previous step in test\. Run
the tests by running the built `.exe`s.
5. Assuming you want to install in `%INSTALL_DIR%`, copy `common.h`, `config.h`,
`khrplatform.h`, `eglplatform.h`, `gl.h`, `gl_generated.h`, `wgl.h`, `wgl_generated.h`,
`egl.h` and `egl_generated.h` from `include\epoxy\` to
`%INSTALL_DIR%\include\epoxy\`, copy `src\epoxy.lib` to `%INSTALL_DIR%\lib\` and
copy `epoxy-vs12.dll` and `epoxy-vs12.pdb` (if you've built a debug build) from
`src\` to `%INSTALL_DIR%\bin\`. Create directories as needed.
6. To clean the project, repeat steps 2 and 3, adding ` clean` to the commands.
Switching your Code to Use Epoxy
---------------------------------
@ -133,14 +133,14 @@ As long as epoxy's headers appear first, you should be ready to go.
Additionally, some new helpers become available, so you don't have to
write them:
```int epoxy_gl_version()``` returns the GL version:
`int epoxy_gl_version()` returns the GL version:
* 12 for GL 1.2
* 20 for GL 2.0
* 44 for GL 4.4
```bool epoxy_has_gl_extension()``` returns whether a GL extension is
available (```GL_ARB_texture_buffer_object```, for example).
`bool epoxy_has_gl_extension()` returns whether a GL extension is
available (`GL_ARB_texture_buffer_object`, for example).
Note that this is not terribly fast, so keep it out of your hot paths,
ok?
@ -154,18 +154,18 @@ some platforms necessary) to use an OpenGL ES / EGL emulator. I recommend using
[PowerVR SDK](http://community.imgtec.com/developers/powervr/graphics-sdk/),
which is available for Linux, OS X and Windows. Download it and run the
installer. In the installer, you don't have to check everything: Enough to check
"PowerVR Tools -> PVRVFrame" and "PowerVR SDK -> Native SDK". There's no need to
`PowerVR Tools -> PVRVFrame` and `PowerVR SDK -> Native SDK`. There's no need to
add anything from PowerVR SDK to the include directories to build or use Epoxy,
as it already includes all the necessary headers for using OpenGL ES / EGL.
There's also no need to link with anything from PowerVR SDK to build or use
Epoxy, as it loads the necessary libraries at run-time. However, when running
your app, if want to use EGL / OpenGL ES, you'll have to add the directory that
contains the right shared libraries ("GLES_CM", "GLESv2" and "EGL") to you
"PATH" environment variable. For instance, if you're on Windows, and used the
contains the right shared libraries (`GLES_CM`, `GLESv2` and `EGL`) to your
`PATH` environment variable. For instance, if you're on Windows, and used the
default locations when installing PowerVR SDK, then add
"C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_64"
to your "PATH" (for Windows 64 bit) or
"C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_32"
`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_64`
to your `PATH` (for Windows 64 bit) or
`C:\Imagination\PowerVR_Graphics\PowerVR_Tools\PVRVFrame\Library\Windows_x86_32`
(for Windows 32 bit). For other platforms it would be something similar. Of
course, feel free to copy the shared libraries somewhere else.
@ -182,7 +182,7 @@ GLEW has several issues:
* Doesn't support EGL.
* Has a hard-to-maintain parser of extension specification text
instead of using the old .spec file or the new .xml.
* Has significant startup time overhead when ```glewInit()```
* Has significant startup time overhead when `glewInit()`
autodetects the world.
The motivation for this project came out of previous use of libGLEW in
@ -200,13 +200,13 @@ Windows issues
---------------
The automatic per-context symbol resolution for win32 requires that
epoxy knows when ```wglMakeCurrent()``` is called, because
epoxy knows when `wglMakeCurrent()` is called, because
wglGetProcAddress() return values depend on the context's device and
pixel format. If ```wglMakeCurrent()``` is called from outside of
pixel format. If `wglMakeCurrent()` is called from outside of
epoxy (in a way that might change the device or pixel format), then
epoxy needs to be notified of the change using the
```epoxy_handle_external_wglMakeCurrent()``` function.
`epoxy_handle_external_wglMakeCurrent()` function.
The win32 wglMakeCurrent() variants are slower than they should be,
The win32 `wglMakeCurrent()` variants are slower than they should be,
because they should be caching the resolved dispatch tables instead of
resetting an entire thread-local dispatch table every time.

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