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@@ -48,7 +48,7 @@ leaving you with no option but sadness/anger (Intel GPU drivers were reported as
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opengl2_example/
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**DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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**Prefer using the code in the opengl3_example/ folder**
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- GLFW + OpenGL example (legacy fixed graphic pipeline).
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+ GLFW + OpenGL example (legacy, fixed pipeline).
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This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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@@ -57,7 +57,7 @@ opengl2_example/
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opengl3_example/
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GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
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This uses more modern OpenGL calls and custom shaders.
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- Prefer using that if you are using modern OpenGL3/4 in your application.
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+ Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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directx9_example/
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DirectX9 example, Windows only.
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@@ -76,15 +76,18 @@ apple_example/
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Synergy keyboard integration is rather hacky.
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sdl_opengl2_example/
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- *DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
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- SDL2 + OpenGL example (old fixed pipeline).
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- This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
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- If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
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- more complicated, will require your code to reset every single OpenGL attributes to their initial state,
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- and might confuse your GPU driver. Prefer using sdl_opengl3_example.
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+ **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
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+ **Prefer using the code in the sdl_opengl3_example/ folder**
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+ SDL2 + OpenGL example (legacy, fixed pipeline).
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+ This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
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+ If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
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+ complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
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+ confuse your GPU driver.
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sdl_opengl3_example/
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SDL2 + OpenGL3 example.
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+ This uses more modern OpenGL calls and custom shaders.
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+ Prefer using that if you are using modern OpenGL in your application (anything with shaders, vbo, vao, etc.).
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allegro5_example/
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Allegro 5 example.
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