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updated readme example code
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11
README.md
11
README.md
@ -17,9 +17,10 @@ int main()
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config.name = "blah app";
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config.name = "blah app";
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config.on_render = []()
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config.on_render = []()
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{
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{
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App::backbuffer()->clear(Color::black);
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auto target = App::backbuffer();
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target->clear(Color::black);
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auto center = App::get_backbuffer_size() / 2;
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auto center = Vec2f(target->width(), target->height()) / 2;
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auto rotation = Time::seconds * Calc::TAU;
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auto rotation = Time::seconds * Calc::TAU;
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auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
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auto transform = Mat3x2f::create_transform(center, Vec2f::zero, Vec2f::one, rotation);
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@ -27,12 +28,11 @@ int main()
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batch.rect(Rectf(-32, -32, 64, 64), Color::red);
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batch.rect(Rectf(-32, -32, 64, 64), Color::red);
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batch.pop_matrix();
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batch.pop_matrix();
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batch.render();
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batch.render(target);
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batch.clear();
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batch.clear();
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};
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};
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App::run(&config);
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return App::run(&config);
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return 0;
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}
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}
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```
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```
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@ -52,3 +52,4 @@ int main()
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- There's no Shader abstraction, so you need to swap between GLSL/HLSL depending on the Renderer.
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- There's no Shader abstraction, so you need to swap between GLSL/HLSL depending on the Renderer.
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- Only floatN/mat3x2/mat4x4 uniforms are supported.
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- Only floatN/mat3x2/mat4x4 uniforms are supported.
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- No threaded rendering so it will explode if you try that.
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- No threaded rendering so it will explode if you try that.
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