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authorraysan5 <[email protected]>2021-08-07 11:58:39 +0200
committerraysan5 <[email protected]>2021-08-07 11:58:39 +0200
commit7ca9131fd46e6928910cd995f4dc4240f36e2560 (patch)
treee05201ab63db172c6b8b63948264249d53d55de3 /examples
parent07e0b105156b08718500fe4e2c74e583361278a8 (diff)
downloadraylib-7ca9131fd46e6928910cd995f4dc4240f36e2560.tar.gz
raylib-7ca9131fd46e6928910cd995f4dc4240f36e2560.zip
Update rlgl_standalone.c
Diffstat (limited to 'examples')
-rw-r--r--examples/others/rlgl_standalone.c31
1 files changed, 15 insertions, 16 deletions
diff --git a/examples/others/rlgl_standalone.c b/examples/others/rlgl_standalone.c
index c8c0b0de..cc0eda2d 100644
--- a/examples/others/rlgl_standalone.c
+++ b/examples/others/rlgl_standalone.c
@@ -2,18 +2,17 @@
*
* raylib [rlgl] example - Using rlgl module as standalone module
*
-* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
+* rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
+* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
+*
+* NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 for shaders support,
* OpenGL 1.1 does not support shaders but it can also be used.
*
* DEPENDENCIES:
-* rlgl.h - OpenGL 1.1 immediate-mode style coding translation layer
-* glad.h - OpenGL extensions initialization library (required by rlgl)
-* raymath.h - 3D math library (required by rlgl)
* glfw3 - Windows and context initialization library
-*
-* rlgl library is provided as a single-file header-only library, this library
-* allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple
-* OpenGL versions backends (1.1, 2.1, 3.3, ES 2.0).
+* rlgl.h - OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
+* glad.h - OpenGL extensions initialization library (required by rlgl)
+* raymath.h - 3D math library
*
* WINDOWS COMPILATION:
* gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src \
@@ -21,15 +20,16 @@
*
* APPLE COMPILATION:
* gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
-* -lglfw3 -std=c99 -framework CoreVideo -framework OpenGL -framework OpenAL \
-* -framework IOKit -framework Cocoa -Wno-deprecated-declarations
+* -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
+* -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
+*
*
* LICENSE: zlib/libpng
*
* This example is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
+* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -107,7 +107,7 @@ static void DrawCube(Vector3 position, float width, float height, float length,
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
-// NOTE: We used raymath to get this functionality but it can be implemented here
+// NOTE: We use raymath to get this functionality but it could be implemented in this module
//static Matrix MatrixIdentity(void);
//static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
@@ -144,7 +144,6 @@ int main(void)
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
#endif
-
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
if (!window)
@@ -219,8 +218,8 @@ int main(void)
// Draw '2D' elements in the scene (GUI)
//-----------------------------------------------
-#define RLGL_CREATE_MATRIX_MANUALLY
-#if defined(RLGL_CREATE_MATRIX_MANUALLY)
+#define RLGL_SET_MATRIX_MANUALLY
+#if defined(RLGL_SET_MATRIX_MANUALLY)
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
matView = MatrixIdentity();
@@ -237,7 +236,7 @@ int main(void)
#endif
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
- // Draw internal render batch buffers (3D data)
+ // Draw internal render batch buffers (2D data)
rlDrawRenderBatchActive();
//-----------------------------------------------