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haXe cross platform graphics library
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ma-gnesium/HxGL
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If you're looking for the engine side of this, visit: http://github.com/sledorze/HIDE hxgl.ndll and most of the hxgl.* files are now legacy. hxgl.core.Window is now the class handling graphics access. Getting started: Creating a window handle: var wnd = hxgl.core.Window.create ("Name",width,height); Accessing contexts: wnd.gl //GL specific binds (JS/CPP/Java). WebGL spec. wnd.display3D //(in development) Full cross platform context wnd.d3d //(future) Directx binds (Windows) Standard usage will be wnd.display3D, but gl/d3d are offered for platform specific features. Multiple windows: Multiple windows are supported! Please refer below for details on active window selection. Active windows: Windows must be active to recieve the proper commands wnd.activate( ); //wnd.display3D.* is now valid Only one window may be active at a time; wndA.activate( ); wndB.activate( ); wndA.display3D.drawTriangles(...); //Invalid! Do not do this! Other commands: [Window]. close( ); position( x, y ); resize( width, height ); isOpen( ); //false if window no longer exists (User closed) process( ); //swap buffers, process window messages, etc... Required files for for gl.ndll: sfml-window.so/dll sfml-system.so/dll Common Problems: Windows: Window loads and immediately crashes: Compile with vstudio 2008 gl_*_* not found: Place hxgl.ndll into bin/c++ Linux: SFML 1.6 fails on a symbol error, no fix yet. Use SFML 1.5 gl_*_* not found: Move hxgl.ndll to /lib (Still failing? export LD_DEBUG=libs and run again) NME: Some recent changes heavily break nme support. A fix is coming. flash.display3D.*: Being refactored, will be available on [Window].display3D soon. Shaders: HxSL is not yet supported, you must manually bind and load GLSL shaders. Compiling: Use latest HaXe/HXCPP nightlies.
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haXe cross platform graphics library
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