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@@ -1,6 +1,3 @@ |
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/work in progress.../ |
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NanoVG |
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NanoVG |
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========== |
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========== |
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@@ -30,7 +27,9 @@ The first parameter defines flags for creating the renderer. |
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- `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags. |
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- `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags. |
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- `NVG_STENCIL_STROKES` means that the render uses better quality rendering for (overlapping) strokes. The quality is mostly visible on wider strokes. If you want speed, you can omit this flag. |
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- `NVG_STENCIL_STROKES` means that the render uses better quality rendering for (overlapping) strokes. The quality is mostly visible on wider strokes. If you want speed, you can omit this flag. |
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Currently there is an OpenGL back-end for NanoVG: [nanovg_gl.h](/src/nanovg_gl.h) for OpenGL 2.0, OpenGL ES 2.0, OpenGL 3.2 core profile and OpenGL ES 3. The implementation can be chosen using a define as in above example. See the header file and examples for further info. |
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Currently there is an OpenGL back-end for NanoVG: [nanovg_gl.h](/src/nanovg_gl.h) for OpenGL 2.0, OpenGL ES 2.0, OpenGL 3.2 core profile and OpenGL ES 3. The implementation can be chosen using a define as in above example. See the header file and examples for further info. |
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*NOTE:* The render target you're rendering to must have stencil buffer. |
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## Drawing shapes with NanoVG |
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## Drawing shapes with NanoVG |
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@@ -61,7 +60,7 @@ nvgFill(vg); |
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## Rendering is wrong, what to do? |
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## Rendering is wrong, what to do? |
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- make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls |
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- make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls |
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- make sure you have initialised OpenGL with stencil buffer |
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- make sure you have initialised OpenGL with *stencil buffer* |
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- make sure you have cleared stencil buffer |
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- make sure you have cleared stencil buffer |
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- make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()` |
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- make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()` |
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- to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()` |
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- to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()` |
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