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Documentation work.

This commit is contained in:
Camilla Berglund 2014-10-13 16:00:11 +02:00
parent 496567d3f1
commit 2d13eb0920
2 changed files with 55 additions and 17 deletions

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@ -70,20 +70,21 @@ GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
@endcode
The window never needs to be shown and its context can be used as a plain
offscreen context. The size of a hidden window's framebuffer may not be usable
or modifiable, so framebuffer objects are recommended for rendering with such
contexts.
offscreen context. Depending on the window manager, the size of a hidden
window's framebuffer may not be usable or modifiable, so framebuffer
objects are recommended for rendering with such contexts.
__OS X:__ The first time a window is created the menu bar is populated with
common commands like Hide, Quit and About. This can be disabled with a
[compile-time option](@ref compile_options_osx).
common commands like Hide, Quit and About. This is not desirable for example
when writing a command-line only application. The menu bar setup can be
disabled with a [compile-time option](@ref compile_options_osx).
@section context_current Current context
Before you can make OpenGL or OpenGL ES calls, you need to have a current
context of the proper type. The context encapsulates all render state and all
objects like textures and shaders.
context of the correct type. A context can only be current for a single thread
at a time, and a thread can only have a single context current at a time.
A context is made current with @ref glfwMakeContextCurrent.
@ -97,9 +98,14 @@ The current context is returned by @ref glfwGetCurrentContext.
GLFWwindow* window = glfwGetCurrentContext();
@endcode
@note A context can only be current for a single thread at a time, and a thread
can only have a single context current at a time.
The following GLFW functions require a context to be current:
- @ref glfwSwapInterval
- @ref glfwExtensionSupported
- @ref glfwGetProcAddress
Calling any these functions without a current context will generate a @ref
GLFW_NO_CURRENT_CONTEXT error.
@section context_swap Buffer swapping
@ -150,9 +156,9 @@ written to the `output` directory.
python main.py --no-loader --out-path output
@endcode
@note The `--no-loader` option is used because GLFW already provides a function
for loading OpenGL and OpenGL ES function pointers and glad can use this instead
of having to add its own.
The `--no-loader` option is added because GLFW already provides a function for
loading OpenGL and OpenGL ES function pointers and glad can call this instead of
having to implement its own.
Add the generated `output/src/glad.c`, `output/include/glad/glad.h` and
`output/include/KHR/khrplatform.h` files to your build. Then you need to

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@ -527,6 +527,20 @@ extern "C" {
#define GLFW_OUT_OF_MEMORY 0x00010005
/*! @brief GLFW could not find support for the requested client API on the
* system.
*
* GLFW could not find support for the requested client API on the system.
*
* @par Analysis
* The installed graphics driver does not support the requested client API, or
* does not support it via the chosen context creation backend. Below are
* a few examples.
*
* @par
* Some pre-installed Windows graphics drivers do not support OpenGL. AMD only
* supports OpenGL ES via EGL, while nVidia and Intel only supports it via
* a WGL or GLX extension. OS X does not provide OpenGL ES at all. The Mesa
* EGL, OpenGL and OpenGL ES libraries do not interface with the nVidia binary
* driver.
*/
#define GLFW_API_UNAVAILABLE 0x00010006
/*! @brief The requested OpenGL or OpenGL ES version is not available.
@ -540,10 +554,11 @@ extern "C" {
* Otherwise, inform the user that their machine does not match your
* requirements.
*
* @note Because GLFW is not psychic, future invalid OpenGL and OpenGL ES
* versions, say for example OpenGL 4.8 if 5.0 comes out before the 4.x series
* gets that far, also fail with this error and not @ref GLFW_INVALID_VALUE.
* The version logic is updated in every patch release, as needed.
* @par
* Future invalid OpenGL and OpenGL ES versions, for example OpenGL 4.8 if 5.0
* comes out before the 4.x series gets that far, also fail with this error and
* not @ref GLFW_INVALID_VALUE, because GLFW cannot know what future versions
* will exist.
*/
#define GLFW_VERSION_UNAVAILABLE 0x00010007
/*! @brief A platform-specific error occurred that does not match any of the
@ -557,7 +572,24 @@ extern "C" {
* [issue tracker](https://github.com/glfw/glfw/issues).
*/
#define GLFW_PLATFORM_ERROR 0x00010008
/*! @brief The clipboard did not contain data in the requested format.
/*! @brief The requested format is not supported or available.
*
* If emitted during window creation, the requested pixel format is not
* supported.
*
* If emitted when querying the clipboard, the contents of the clipboard could
* not be converted to the requested format.
*
* @par Analysis
* If emitted during window creation, one or more
* [hard constraints](@ref window_hints_hard) did not match any of the
* available pixel formats. If your application is sufficiently flexible,
* downgrade your requirements and try again. Otherwise, inform the user that
* their machine does not match your requirements.
*
* @par
* If emitted when querying the clipboard, ignore the error or report it to
* the user, as appropriate.
*/
#define GLFW_FORMAT_UNAVAILABLE 0x00010009
/*! @} */