Browse Source

Update README.md

Highlighted the need for render target stencil buffer.
shared-context
Mikko Mononen GitHub 8 years ago
parent
commit
72bac5d98b
1 changed files with 4 additions and 5 deletions
  1. +4
    -5
      README.md

+ 4
- 5
README.md View File

@@ -1,6 +1,3 @@
/work in progress.../


NanoVG NanoVG
========== ==========


@@ -30,7 +27,9 @@ The first parameter defines flags for creating the renderer.
- `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags. - `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags.
- `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. - `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.


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.
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.

*NOTE:* The render target you're rendering to must have stencil buffer.


## Drawing shapes with NanoVG ## Drawing shapes with NanoVG


@@ -61,7 +60,7 @@ nvgFill(vg);
## Rendering is wrong, what to do? ## Rendering is wrong, what to do?


- make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls - make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls
- make sure you have initialised OpenGL with stencil buffer
- make sure you have initialised OpenGL with *stencil buffer*
- make sure you have cleared stencil buffer - make sure you have cleared stencil buffer
- make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()` - make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()`
- to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()` - to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()`


Loading…
Cancel
Save