|
|
|
|
@ -32,16 +32,21 @@ functionality is working on OpenGL 2.1 hardware too. See also
|
|
|
|
|
|
|
|
|
|
Guide @ref Building "how to build Magnum" on different platforms. |
|
|
|
|
|
|
|
|
|
@section BasicUsage Basic usage |
|
|
|
|
@section GettingStarted 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. |
|
|
|
|
|
|
|
|
|
The best way to get started is to @ref ExamplesTriangle "render your first triangle" |
|
|
|
|
in step-by-step tutorial. Then you can dig deeper and try |
|
|
|
|
@ref Examples "other examples", read about fundamental principles in the |
|
|
|
|
documentation or start experimenting on your own! |
|
|
|
|
|
|
|
|
|
%Scene in %Magnum is composed of hierarchically connected object instances. |
|
|
|
|
To build the scene, you need Scene object with assigned Camera and some Object |
|
|
|
|
instances. When rendering using Camera::draw(), the engine goes through all |
|
|
|
|
objects connected to camera scene and calls Object::draw() on them. |
|
|
|
|
|
|
|
|
|
All objects are by default empty. To make object renderable in the scene, |
|
|
|
|
you must reimplement Object::draw(), and for example bind an |
|
|
|
|
@ref AbstractShaderProgram "shader", @ref Texture "texture" and |
|
|
|
|
render an prepared @ref Mesh "mesh". |
|
|
|
|
*/ |
|
|
|
|
} |
|
|
|
|
|