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-rw-r--r--README.txt14
1 files changed, 8 insertions, 6 deletions
diff --git a/README.txt b/README.txt
index 643c145..6bacdea 100644
--- a/README.txt
+++ b/README.txt
@@ -9,16 +9,17 @@ Read: "CHANGELOG.txt"
Bowshock uses CMake as its build system. The standard option CMAKE_BUILD_TYPE
may be set to either "Release" or "Debug", depending on the build type.
-The program is written in C++20, and a conforming compiler is therefore
-required.
+The main program is written in C++20, and a conforming compiler is therefore
+required. OpenGL 3.2 is used for rendering, and the shaders are therefore
+written in GLSL 1.50.
Before compilation, an appropriate GLAD loader must be downloaded from a web
instance. I use the one on dav1d.de, with the following settings:
-<https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D4.0&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on>
+<https://glad.dav1d.de/#language=c&specification=gl&api=gl%3D3.2&api=gles1%3Dnone&api=gles2%3Dnone&api=glsc2%3Dnone&profile=core&loader=on>
The script "extractGlad.sh" will extract "glad.zip" (or any other archive - if
-specified) to "glad". It also copies a CMAKE lists file to the directory, and
+specified) to "glad". It also copies a CMake lists file to the directory, and
CMake will automatically include this and build GLAD.
Before running - however - the data directory must be installed. This can be
@@ -37,11 +38,12 @@ rm -fr datdir && \
cmake -Bbuild -DBOW_DATA_DIRECTORY="${PWD}/datdir" -DCMAKE_BUILD_TYPE=Debug . && \
./install.sh data "${PWD}/datdir"
-... and from there just use the following to rebuild the project:
+... and from there just use the following to build the project:
clear && \
./validateShaders.py && \
-cmake --build build && build/bowshock/bowshock --skip
+cmake --build build && \
+build/bowshock/bowshock --skip
## SHADER VALIDATION