Bladeren bron

Updated docs.

Бранимир Караџић 7 jaren geleden
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5 gewijzigde bestanden met toevoegingen van 11 en 1 verwijderingen
  1. 6 0
      bgfx.html
  2. 4 0
      genindex.html
  3. 1 1
      internals.html
  4. BIN
      objects.inv
  5. 0 0
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bgfx.html

@@ -1368,6 +1368,12 @@
 <dd><p>Fragment ordering is available in fragment shader. </p>
 </dd></dl>
 
+<dl class="macro">
+<dt id="c.BGFX_CAPS_FRAMEBUFFER_RW">
+<span class="target" id="defines_8h_1ac15b28b6f682066a630a876d8dc7955f"></span><code class="descname">BGFX_CAPS_FRAMEBUFFER_RW</code><a class="headerlink" href="#c.BGFX_CAPS_FRAMEBUFFER_RW" title="Permalink to this definition">¶</a></dt>
+<dd><p>Read/Write frame buffer attachments are supported. </p>
+</dd></dl>
+
 <dl class="macro">
 <dt id="c.BGFX_CAPS_GRAPHICS_DEBUGGER">
 <span class="target" id="defines_8h_1a09ab03b89a07295a645d15cc4ac1580d"></span><code class="descname">BGFX_CAPS_GRAPHICS_DEBUGGER</code><a class="headerlink" href="#c.BGFX_CAPS_GRAPHICS_DEBUGGER" title="Permalink to this definition">¶</a></dt>

+ 4 - 0
genindex.html

@@ -1987,6 +1987,10 @@
   </dt>
 
       
+  <dt><a href="bgfx.html#c.BGFX_CAPS_FRAMEBUFFER_RW">BGFX_CAPS_FRAMEBUFFER_RW (C macro)</a>
+  </dt>
+
+      
   <dt><a href="bgfx.html#c.BGFX_CAPS_GRAPHICS_DEBUGGER">BGFX_CAPS_GRAPHICS_DEBUGGER (C macro)</a>
   </dt>
 

+ 1 - 1
internals.html

@@ -173,7 +173,7 @@
 </div>
 <div class="section" id="customization">
 <h2>Customization<a class="headerlink" href="#customization" title="Permalink to this headline">¶</a></h2>
-<p>By default each platform has sane default values. For example on Windows default renderer is DirectX9, and on Linux it is OpenGL 2.1. On Windows platform all rendering backends are available. For OpenGL ES on desktop you can find more information at:- <a class="reference external" href="http://www.g-truc.net/post-0457.html">OpenGL ES 2.0 and EGL on desktop</a></p>
+<p>By default each platform has sane default values. For example on Windows default renderer is DirectX, on Linux it is OpenGL, and on OSX it&#8217;s Metal. On Windows platform almost all rendering backends are available. For OpenGL ES on desktop you can find more information at:- <a class="reference external" href="http://www.g-truc.net/post-0457.html">OpenGL ES 2.0 and EGL on desktop</a></p>
 <p>If you&#8217;re targeting specific mobile hardware, you can find GLES support in their official SDKs: <a class="reference external" href="http://developer.qualcomm.com/mobile-development/mobile-technologies/gaming-graphics-optimization-adreno/tools-and-resources">Adreno
 SDK</a>, <a class="reference external" href="http://www.malideveloper.com/">Mali SDK</a>, <a class="reference external" href="http://www.imgtec.com/powervr/insider/sdkdownloads/">PowerVR SDK</a>.</p>
 <p>All configuration settings are located inside <a class="reference external" href="https://github.com/bkaradzic/bgfx/blob/master/src/config.h">src/config.h</a>.</p>

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