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namespace Magnum {
/** @mainpage
%Magnum is 3D graphics engine written in C++11 and OpenGL 3 Core Profile.
Features:
- Easy-to-use templated @ref Math "mathematical library" for matrix/vector
calculations and @ref Math::Geometry "geometry".
- Hierarchical @ref Object "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.
- 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".
- 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.
The engine is meant to be run on OpenGL 3 capable hardware, but most of the
functionality is working on OpenGL 2.1 hardware too. See also
@ref RequiredExtensions.
@section BuildingLink Building Magnum
Guide @ref Building "how to build Magnum" on different platforms.
@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.
@subsection GettingStartedExamples Tutorials and examples
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!
*/
}