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Documentation work.
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@ -19,12 +19,13 @@ contexts. There are also guides for the other areas of the GLFW API.
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@section context_object Context objects
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@ref window_object encapsulate both the OS level window and a OpenGL or OpenGL
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ES context. It is created with @ref glfwCreateWindow and destroyed with @ref
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glfwDestroyWindow or @ref glfwTerminate. As the window and context are
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inseparably linked, the object pointer is used as both a context and window
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handle. See @ref window_creation for more information.
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A window object encapsulates both a top-level window and an OpenGL or OpenGL ES
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context. It is created with @ref glfwCreateWindow and destroyed with @ref
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glfwDestroyWindow or @ref glfwTerminate. See @ref window_creation for more
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information.
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As the window and context are inseparably linked, the window object also serves
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as the context handle.
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@subsection context_hints Context creation hints
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@ -56,6 +57,28 @@ Contexts_.
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GLFW comes with a simple object sharing test program called `sharing`.
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@subsection context_offscreen Offscreen contexts
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GLFW doesn't support creating contexts without an associated window. However,
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contexts with hidden windows can be created with the
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[GLFW_VISIBLE](@ref window_hints_wnd) window hint.
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@code
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glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
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GLFWwindow* offscreen_context = glfwCreateWindow(640, 480, "", NULL, NULL);
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@endcode
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The window never needs to be shown and its context can be used as a plain
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offscreen context. The size of a hidden window's framebuffer may not be usable
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or modifiable, so framebuffer objects are recommended for rendering with such
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contexts.
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__OS X:__ The first time a window is created the menu bar is populated with
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common commands like Hide, Quit and About. This can be disabled with a
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[compile-time option](@ref compile_options_osx).
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@section context_current Current context
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Before you can make OpenGL or OpenGL ES calls, you need to have a current
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@ -31,8 +31,8 @@ successfully initialized, and only from the main thread.
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- @ref glfwInit
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- @ref glfwTerminate
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Calling any other function before that time will cause a `GLFW_NOT_INITIALIZED`
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error.
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Calling any other function before that time will cause a @ref
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GLFW_NOT_INITIALIZED error.
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@subsection intro_init_init Initializing GLFW
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@ -71,8 +71,8 @@ any resources allocated by GLFW.
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Once the library is terminated, it is as if it had never been initialized and
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you will need to initialize it again before being able to use GLFW. If the
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library had not been successfully initialized or had already been terminated,
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additional calls return immediately.
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library was not initialized or had already been terminated, it return
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immediately.
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@section error_handling Error handling
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@ -9,7 +9,7 @@ with OpenGL or OpenGL ES contexts and receiving many kinds of input. It is easy
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to integrate into existing applications and does not lay claim to the main loop.
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This is the documentation for version 3.1, which adds many
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[new features](@ref news).
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[new features](@ref news_31).
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@ref quick is a guide for those new to GLFW. It takes you through how to write
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a small but complete program. For people coming from GLFW 2, the @ref moving
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@ -1544,10 +1544,11 @@ GLFWAPI void glfwWindowHint(int target, int hint);
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* [Bundle Programming Guide](https://developer.apple.com/library/mac/documentation/CoreFoundation/Conceptual/CFBundles/)
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* in the Mac Developer Library.
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*
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* @remarks __OS X:__ The first time a window is opened the menu bar is populated with
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* common commands like Hide, Quit and About. The About entry opens a minimal
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* about dialog with information from the application's bundle. The menu bar can be
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* disabled with a [compile-time option](@ref compile_options_osx).
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* @remarks __OS X:__ The first time a window is created the menu bar is
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* populated with common commands like Hide, Quit and About. The About entry
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* opens a minimal about dialog with information from the application's bundle.
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* The menu bar can be disabled with a
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* [compile-time option](@ref compile_options_osx).
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*
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* @remarks __X11:__ There is no mechanism for setting the window icon yet.
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*
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