From 21609eaa86c1783bfcf8352ddf90af0cbb6e3796 Mon Sep 17 00:00:00 2001 From: Noel Berry Date: Thu, 27 Aug 2020 18:19:48 -0700 Subject: [PATCH] Update README.md --- README.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 408ce23..8656218 100644 --- a/README.md +++ b/README.md @@ -5,12 +5,12 @@ this will likely see breaking changes. #### Prerequisites - A C++17 compiler and CMake - - Only an SDL2 `platform` implementation [is done](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_sdl2.cpp). CMake will need to find SDL2 through `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES` - - Only an OpenGL `graphics` implementation [is done](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_opengl.cpp), so it currently requires OpenGL. + - Only an SDL2 `platform` [is done](https://github.com/NoelFB/blah/blob/master/private/blah/internal/platform_sdl2.cpp). CMake will need to find SDL2 via `SDL2_INCLUDE_DIRS` and `SDL2_LIBRARIES` + - Only an OpenGL `graphics` [is done](https://github.com/NoelFB/blah/blob/master/private/blah/internal/graphics_opengl.cpp), so it currently requires OpenGL. #### Notes - - There are probably lots of small bugs as this is highly untested. Probably best used as a learning resource for now. + - There are probably lots of small bugs as this is highly untested. Best used as a learning resource for now. - There's a custom "vector" class which is called List and Stacklist which may later be replaced with std::vector - - There's no Shader code abstraction, so the Sprite Batcher has hard-coded GLSL. At some point this will need to change. + - There's no Shader abstraction, so the [Sprite Batcher](https://github.com/NoelFB/blah/blob/master/public/blah/drawing/batch.h) has hard-coded GLSL. This will need to change. - The rendering layer may be replaced with [FNA3D](https://github.com/FNA-XNA/FNA3D), [BGFX](https://github.com/bkaradzic/bgfx), [Sokol](https://github.com/floooh/sokol), or something else. - There's no Audio layer implementation yet.