From b0b77bc0f2a154fd979e96537102047a27605e74 Mon Sep 17 00:00:00 2001 From: Camilla Berglund Date: Wed, 17 Feb 2016 21:48:09 +0100 Subject: [PATCH] Documentation work --- docs/vulkan.dox | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/docs/vulkan.dox b/docs/vulkan.dox index b58f7b0f..098507e5 100644 --- a/docs/vulkan.dox +++ b/docs/vulkan.dox @@ -7,7 +7,8 @@ This guide is intended to fill the gaps between the [Vulkan documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW documentation and is not a replacement for either. It assumes some familiarity -with Vulkan concepts like loaders, devices, queues and surfaces. +with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to +the Vulkan documentation to explain the details of Vulkan functions. To develop for Vulkan you should install an SDK for your platform, for example the [LunarG Vulkan SDK](https://vulkan.lunarg.com/). Apart from the headers and @@ -170,8 +171,8 @@ an existing Vulkan surface. @section vulkan_window Creating the window Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan, -there is no need to create a context. You can disable context creation by -setting the [GLFW_CLIENT_API](@ref window_hints_ctx) hint to `GLFW_NO_API`. +there is no need to create a context. You can disable context creation with the +[GLFW_CLIENT_API](@ref window_hints_ctx) hint. @code glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);