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Doc: updated feature list and "Getting started" section.

vectorfields
Vladimír Vondruš 14 years ago
parent
commit
3b333be0f2
  1. 13
      README.md
  2. 34
      doc/mainpage.dox

13
README.md

@ -3,15 +3,18 @@ Features:
* Easy-to-use templated mathematical library for matrix/vector calculations
and geometry.
* Classes wrapping OpenGL objects and simplifying their usage - shaders,
buffers, meshes and textures. Access to framebuffer and occlusion queries.
* Mesh tools for cleaning, optimizing and generating meshes, utility classes
for color conversion, timeline and profiling.
* Hierarchical scene graph which supports transformation caching for better
performance, classes for convenient usage of shaders, buffers and textures.
Access to framebuffer and occlusion queries.
* Physics library for collision detection and rigid body dynamics. Mesh tools
for cleaning, optimizing and generating meshes.
performance, physics library for collision detection and rigid body
dynamics.
* Plugin-based data exchange framework for importing image, mesh, material
and scene data in various formats.
* Collection of pre-made graphic primitives and shaders for testing purposes.
* Classes for easy creation of OpenGL context with various toolkits.
* Classes for easy creation of OpenGL context with various toolkits, methods
for querying supported OpenGL version and available extensions.
* Comprehensive use of C++11 features for safety, performance and ease of
development. All code which doesn't directly interact with OpenGL is
covered with unit tests.

34
doc/mainpage.dox

@ -6,20 +6,23 @@ Features:
- Easy-to-use templated @ref Math "mathematical library" for matrix/vector
calculations and @ref Math::Geometry "geometry".
- Classes wrapping OpenGL objects and simplifying their usage -
@ref AbstractShaderProgram "shaders", @ref Buffer "buffers",
@ref Mesh "meshes" and @ref AbstractTexture "textures". Access to
@ref Framebuffer "framebuffer" and @ref AbstractQuery "occlusion queries".
- @ref MeshTools "Mesh tools" for cleaning, optimizing and generating meshes,
utility classes for @ref Color.h "color conversion", @ref Timeline "timeline"
and @ref Profiler "profiling".
- Hierarchical @ref SceneGraph "scene graph" which supports transformation
caching for better performance, classes for convenient usage of
@ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and
@ref AbstractTexture "textures". Access to @ref Framebuffer "framebuffer"
and @ref AbstractQuery "occlusion queries".
- @ref Physics "Physics library" for collision detection and rigid body
dynamics, @ref MeshTools "Mesh tools" for cleaning, optimizing and
generating meshes.
caching for better performance, @ref Physics "physics library" for collision
detection and rigid body dynamics.
- Plugin-based @ref Trade "data exchange framework" for importing image, mesh,
material and scene data in various formats.
- Collection of pre-made @ref Primitives "graphic primitives" and
@ref Shaders "shaders" for testing purposes.
- Classes for easy creation of OpenGL context with @ref Contexts
"various toolkits".
"various toolkits", methods for querying
@ref Context "supported OpenGL version and available extensions".
- Comprehensive use of C++11 features for safety, performance and ease of
development. All code which doesn't directly interact with OpenGL is
covered with unit tests.
@ -34,14 +37,13 @@ Guide @ref building "how to download and build Magnum" on different platforms.
@section getting-started Getting started
Applications using %Magnum have at least two parts. One part manages OpenGL
context using some toolkit and takes care of window resizing, mouse and
keyboard input, while the other manages the scene and does the rendering.
While it is possible for you to manage the OpenGL context and events on your
own, %Magnum provides implementations for the most common toolkits (such as
GLUT, SDL or Qt) in Contexts namespace. %Scene in %Magnum is composed of
hierarchically connected object instances. To build the scene you need Scene
object with assigned camera and at least one Object instance.
To get up and running, you must first subclass one of the provided window
context classes and implement required functions. %Magnum provides
implementations for the most common toolkits (such as GLUT, Xlib, or SDL2) in
Contexts namespace.
Then you can either draw your meshes directly or use SceneGraph which will
help you with object hierarchy, transformations and resource management.
@subsection getting-started-examples Tutorials and examples

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