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PaoloMazzon committed Sep 29, 2024
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Expand Up @@ -169,19 +169,17 @@ <h1><a class="anchor" id="autotoc_md16"></a>
</div><!-- fragment --><p>If you don't want VK2D to crash on errors you may specify that in the struct <code><a class="el" href="structVK2DStartupOptions.html" title="Startup options that dictate some basic VK2D stuff.">VK2DStartupOptions</a></code> passed to <code>vk2dRendererInit</code> and check for errors yourself with <code>vk2dStatus</code>, <code>vk2dStatusMessage</code>, and <code>vk2dStatusFatal</code>. Any VK2D function can raise fatal errors but unless you pass bad pointers to VK2D functions, they will not crash if there is a fatal error and will instead simply do nothing.</p>
<h1><a class="anchor" id="autotoc_md18"></a>
Running the Examples</h1>
<p>All examples are tested to work on Windows and Ubuntu. The <code>CMakeLists.txt</code> at the root directory will generate build systems for each example. Be sure to compile the test shader before running the <code>examples/main/</code> example with: </p><pre class="fragment">glslc assets/test.frag -o assets/tex.frag.spv
glslc assets/test.vert -o assets/tex.vert.spv
<p>All examples are tested to work on Windows and Ubuntu. The <code>CMakeLists.txt</code> at the root directory will generate build systems for each example. Be sure to compile the test shader before running the <code>examples/main/</code> example with: </p><pre class="fragment">glslc assets/test.frag -o assets/test.frag.spv
glslc assets/test.vert -o assets/test.vert.spv
</pre><p> If you don't trust binary blobs you may also compile the binary shader blobs with the command </p><pre class="fragment">genblobs.py colour.vert colour.frag instanced.vert instanced.frag model.vert model.frag shadows.vert shadows.frag spritebatch.comp
</pre><p> run from the <code>shaders/</code> folder (requires Python).</p>
<h1><a class="anchor" id="autotoc_md19"></a>
Roadmap</h1>
<ul>
<li>Sprite batching</li>
<li>Built-in imgui support</li>
<li>Better multi-threaded loading support</li>
<li>Soft shadows</li>
<li>More flexibility with shader uniforms</li>
<li>3D shaders </li>
<li>Asynchronous loading</li>
<li>Ability to disable 3D resources</li>
<li>GPU readback</li>
<li>Soft shadows </li>
</ul>
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