@ -97,8 +97,8 @@ M_PAGE_FINE_PRINT = "<p>Magnum docs. Part of the <a href="http://magnum.graphics
M_SEARCH_HELP = "Search for symbols, directories, files, pages, OpenGL/GLSL and OpenAL APIs. You can omit any prefix from the symbol or file path; adding a <code>:</code> or <code>/</code> suffix lists all members of given symbol or directory. Navigate through the list using <span class="m-label m-dim">↓</span> and <span class="m-label m-dim">↑</span>, press <span class="m-label m-dim">Enter</span> to go."
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"pages features platforms example-index tips utilities"
Some platforms need special care, see their respective sections for more
information.
@subsection best-practices-mac macOS
- @ref AbstractShaderProgram::validate() expects that the shader has a
properly configured framebuffer bound along with proper @ref Renderer
setup. That is often hard to achieve, so the function cannot be portably
used for shader validity testing.
- `GL_TIMESTAMP` used by @ref TimeQuery::timestamp() is not implemented on
macOS and gives zero results.
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html)
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)
@subsection best-practices-ios iOS
- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with
integer type and the filtering is not @ref Sampler::Filter::Nearest. Yes,
it shouldn't matter, but it does.
- OpenGL ES 3.0 contexts don't support rendering to 32-bit float textures.
However, it is possible to work around that issue by creating 32-bit
unsigned integer texture
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html)
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html)
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3)
@ref Renderer::setStencilFunction(), @ref Renderer::setStencilMask() and
@ref Renderer::setBlendFunction() documentation for more information.
@section best-practices-hw Hardware-specific
@subsection best-practices-intel Intel hardware
- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF]
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page platforms-gl OpenGL and OpenGL ES platforms
@brief Information common for all platforms that support OpenGL and OpenGL ES
@tableofcontents
@m_footernavigation
@todoc desktop gles
@section platforms-gl-best-practices OpenGL best practices
Various links gathered around the web:
- [Performance tuning applications for Intel Graphics for Linux and Chrome OS](http://software.intel.com/sites/default/files/Performance-tuning-applications-for-Intel-GEN-Graphics-for-Linux-and-Google-Chrome-OS.pdf) [PDF]
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page platforms-ios iOS
@brief Building, testing and deploying apps for Apple iOS platforms
@tableofcontents
@m_footernavigation
With Apple decision to focus on Metal, iOS OpenGL ES support is stuck on
version 3.0 (i.e., a version before compute shaders are available).
See also @ref Platform::Sdl2Application for more information.
@section platforms-ios-best-practices Best practices
Official Apple documentation:
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html)
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html)
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3)
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
namespace Magnum {
/** @page platforms-macos macOS
@brief Tips and tricks for macOS
@tableofcontents
@m_footernavigation
@todoc homebrew
@todoc travis setup
@todoc bundling, dmg cpack
With Apple decision to focus on Metal, macOS OpenGL support is stuck on version
4.2 (i.e., a version before compute shaders are available).
@section platforms-macos-opengl-best-practices Best practices
Official Apple documentation:
- [Best Practices for Working with Vertex Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_vertexdata/opengl_vertexdata.html)
- [Best Practices for Working with Texture Data](https://developer.apple.com/library/mac/#documentation/graphicsimaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html)