This adds the ability to switch between windowed and full screen modes,
move a full screen window between monitors and update its desired
resolution and refresh rate.
Fixes#43.
This fix is due to @thomthom on GitHub, who discovered the bug and suggested
the fix. Basically, I forgot to add the 'transparent' app to the list of
Windows applications, which made a mess of the linker, etc. This fix should
take care of it.
Added GLFW_INCLUDE_VULKAN. Added glfwVulkanSupported,
glfwGetRequiredInstanceExtensions, glfwGetInstanceProcAddress,
glfwGetPhysicalDevicePresentationSupport and glfwCreateWindowSurface.
Added port of LunarG SDK tri example.
I haven't checked the math on this, but in playing with blending modes I noticed
that one of the rotated vertices appeared to be closer to the center of rotation
than the others. This adjustment makes it so they are all the same distance from
the center of rotation. If the center of rotation is conincident with the
triangle's center, then this will mean the triangle is equilateral, but I
haven't verified this, it just looked right from the rotations.
The auxiliary windows now reflect what is happening in the primary window.
Unfortunately, there is still a bug in the primary window code that affects
the orthographic projection. Basically, the object that is drawn is resized
along with the contents of the window instead of remaining a constant size
while the window is resized around it.
the position of a different window.
This illustrates the idea of filters; windows that draw their contents based
on the content of a different window (similar to what you'd see if you viewed
something through a colored filter). This works on OS X. Untested on other
platforms.