Manual compilation guide work.
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@ -221,19 +221,21 @@ configurations and to create contexts. The options are:
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework
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- `_GLFW_WGL` to use the Win32 WGL API
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- `_GLFW_WGL` to use the Win32 WGL API
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- `_GLFW_GLX` to use the X11 GLX API
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- `_GLFW_GLX` to use the X11 GLX API
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- `_GLFW_EGL` to use the EGL API
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- `_GLFW_EGL` to use the EGL API (experimental)
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The client library is the one providing the OpenGL or OpenGL ES API, which is
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The client library is the one providing the OpenGL or OpenGL ES API, which is
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used by GLFW to probe the created context. This is not the same thing as the
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used by GLFW to probe the created context. This is not the same thing as the
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
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through extensions. The options are:
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through extensions. The options are:
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- `_GLFW_USE_OPENGL` for the desktop OpenGL
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- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x
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OpenGL.framework)
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
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as the other context creation APIs do not interface with
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as the other context creation APIs do not interface with OpenGL ES client
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libraries.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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@ -241,18 +243,15 @@ must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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If you are using the X11 window creation API then you *must* also select an entry
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If you are using the X11 window creation API then you *must* also select an entry
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point retrieval mechanism.
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point retrieval mechanism.
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use glXGetProcAddress (recommended)
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended)
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use glXGetProcAddressARB
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy)
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use glXGetProcAddressEXT
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy)
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen`
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback)
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On modern systems it is usually safe to assume that
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`_GLFW_HAS_GLXGETPROCADDRESS` is present.
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If you are using the Cocoa window creation API, the following options are
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If you are using the Cocoa window creation API, the following options are
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available:
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available:
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- `_GLFW_USE_CHDIR` to `chdir` into the `Resources` directory of the
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- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the
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application bundle during @ref glfwInit (recommended)
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application bundle during @ref glfwInit (recommended)
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window
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is created (recommended)
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is created (recommended)
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