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authorRay <[email protected]>2017-05-14 18:30:51 +0200
committerRay <[email protected]>2017-05-14 18:30:51 +0200
commit026f9829e567749a786cfea134e0e480cf5ba704 (patch)
treef05a3c00a39a9bb4bee12184dde982ecfbe2ac67
parenta63ad0fec4b6c4130b449f3baa608f26f86a276d (diff)
downloadraylib-026f9829e567749a786cfea134e0e480cf5ba704.tar.gz
raylib-026f9829e567749a786cfea134e0e480cf5ba704.zip
Review header comments
-rw-r--r--src/raylib.h12
1 files changed, 5 insertions, 7 deletions
diff --git a/src/raylib.h b/src/raylib.h
index a3276d8e..429c26ca 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -6,25 +6,23 @@
*
* FEATURES:
* - Library written in plain C code (C99)
-* - Uses PascalCase/camelCase notation
+* - Multiple platforms supported: Windows, Linux, Mac, Android, Raspberry Pi, HTML5.
* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES 2.0)
* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
* - Powerful fonts module with SpriteFonts support (XNA bitmap fonts, AngelCode fonts, TTF)
* - Multiple textures support, including compressed formats and mipmaps generation
* - Basic 3d support for Shapes, Models, Billboards, Heightmaps and Cubicmaps
-* - Powerful math module for Vector, Matrix and Quaternion operations: [raymath]
+* - Powerful math module for Vector2, Vector3, Matrix and Quaternion operations: [raymath]
* - Audio loading and playing with streaming support and mixing channels: [audio]
* - VR stereo rendering support with configurable HMD device parameters
-* - Multiple platforms support: Windows, Linux, Mac, Android, Raspberry Pi, HTML5 and Oculus Rift CV1
-* - Custom color palette for fancy visuals on raywhite background
* - Minimal external dependencies (GLFW3, OpenGL, OpenAL)
* - Complete bindings for Lua, Go and Pascal
*
* NOTES:
-* 32bit Colors - All defined color are always RGBA (struct Color is 4 byte)
-* One custom default font could be loaded automatically when InitWindow() [core]
+* 32bit Colors - Any defined Color is always RGBA (4 byte)
+* One custom font is loaded by default when InitWindow() [core]
+* If using OpenGL 3.3 or ES2, one default shader is loaded automatically (internally defined) [rlgl]
* If using OpenGL 3.3 or ES2, several vertex buffers (VAO/VBO) are created to manage lines-triangles-quads
-* If using OpenGL 3.3 or ES2, two default shaders could be loaded automatically (internally defined)
*
* DEPENDENCIES:
* GLFW3 (www.glfw.org) for window/context management and input [core]