Use ``` on a bunch of code in the README.

Some of it is to be prettier, and some of it is to avoid misformatting
when using live preview at http://tmpvar.com/markdown.html
macos/v1.5.9
Eric Anholt 11 years ago
parent edf5aedb6f
commit d73f06fb45
  1. 25
      README.md

@ -1,10 +1,11 @@
Epoxy is a library for handling OpenGL function pointer management for Epoxy is a library for handling OpenGL function pointer management for
you. you.
It hides the complexity of dlopen(), dlsym(), glXGetProcAddress(), It hides the complexity of ```dlopen()```, ```dlsym()```,
eglGetProcAddress(), etc. from the app developer, with very little ```glXGetProcAddress()```, ```eglGetProcAddress()```, etc. from the
knowledge needed on their part. They get to read GL specs and write app developer, with very little knowledge needed on their part. They
code using undecorated function names like glCompileShader(). get to read GL specs and write code using undecorated function names
like ```glCompileShader()```.
Don't forget to check for your extensions or versions being present 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 before you use them, just like before! We'll tell you what you forgot
@ -16,9 +17,9 @@ Features
* Automatically initializes as new GL functions are used. * Automatically initializes as new GL functions are used.
* GL 4.4 core and compatibility context support. * GL 4.4 core and compatibility context support.
* GLES 1/2/3 context support. * GLES 1/2/3 context support.
* Knows about function aliases so (e.g.) glBufferData() can be used with * Knows about function aliases so (e.g.) ```glBufferData()``` can be
GL_ARB_vertex_buffer_object implementations, along with GL 1.5+ used with ```GL_ARB_vertex_buffer_object``` implementations, along
implementations. with GL 1.5+ implementations.
* EGL and GLX support. * EGL and GLX support.
* Can be mixed with non-epoxy GL usage. * Can be mixed with non-epoxy GL usage.
@ -40,14 +41,14 @@ 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 Additionally, some new helpers become available, so you don't have to
write them: write them:
int epoxy_gl_version() returns the GL version: ```int epoxy_gl_version()``` returns the GL version:
* 12 for GL 1.2 * 12 for GL 1.2
* 20 for GL 2.0 * 20 for GL 2.0
* 44 for GL 4.4 * 44 for GL 4.4
bool epoxy_has_gl_extension() returns whether a GL extension is ```bool epoxy_has_gl_extension()``` returns whether a GL extension is
available ("GL_ARB_texture_buffer_object", for example). available (```GL_ARB_texture_buffer_object```, for example).
Note that this is not terribly fast, so keep it out of your hot paths, Note that this is not terribly fast, so keep it out of your hot paths,
ok? ok?
@ -65,8 +66,8 @@ GLEW has several issues:
* Doesn't support EGL. * Doesn't support EGL.
* Has a hard-to-maintain parser of extension specification text * Has a hard-to-maintain parser of extension specification text
instead of using the old .spec file or the new .xml. instead of using the old .spec file or the new .xml.
* Has significant startup time overhead when glewInit() autodetects * Has significant startup time overhead when ```glewInit()```
the world. autodetects the world.
* User-visible multithreading support choice for win32. * User-visible multithreading support choice for win32.
The motivation for this project came out of previous use of libGLEW in The motivation for this project came out of previous use of libGLEW in

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