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24 lines
1.3 KiB
24 lines
1.3 KiB
namespace Magnum { |
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/** @mainpage |
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<p><strong>%Magnum</strong> is simple graphical engine written in C++11 and OpenGL 3 Core Profile. Features:</p> |
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<ul> |
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<li>Easy-to-use templated @ref Math "mathematical library" for matrix/vector calculations.</li> |
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<li>Comprehensive use of C++11 features for security, performance and ease of development.</li> |
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<li>Hierarchical @ref Scene "scene graph" which supports transformation caching for better performance, classes for convenient usage of @ref AbstractShaderProgram "shaders", @ref Buffer "buffers" and @ref Texture "textures".</li> |
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<li>@ref MeshTools "Mesh tools" for cleaning, optimizing and generating meshes.</li> |
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<li>Collection of pre-made @ref Primitives "graphic primitives" and @ref Shaders "shaders" for testing purposes.</li> |
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</ul> |
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@section BasicUsage Basic usage |
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<p>%Scene in %Magnum is composed of hierarchically connected object instances. |
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To build the scene, you need Scene object with assigned Camera and some Object |
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instances. When rendering using Scene::draw(), the engine goes through all |
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objects connected to the scene and calls Object::draw() on them.</p> |
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<p>All objects are by default empty. To make object renderable in the scene, |
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you must reimplement Object::draw(), and for example bind an |
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@ref AbstractShaderProgram "shader", @ref Texture "texture" and |
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render an prepared @ref Mesh "mesh".</p> |
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*/ |
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}
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