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test commit to ensure I didn't break auto build from github
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@ -151,7 +151,7 @@ void Gfx_SetFpsLimit(bool value, float minFrameMillis);
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/* NOTE: This may require recreating the context depending on the backend. */
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void Gfx_OnWindowResize(void);
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/* Gets information about the user's GPU and current backend state. */
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/* Backend state may be depth buffer bits, current free memory, etc. */
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/* Backend state may include depth buffer bits, free memory, etc. */
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/* NOTE: lines must be an array of at least GFX_APIINFO_LINES */
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void Gfx_GetApiInfo(String* lines);
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@ -1,6 +1,5 @@
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#include "Protocol.h"
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#include "Deflate.h"
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#include "Utils.h"
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#include "Server.h"
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#include "Stream.h"
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#include "Game.h"
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10
src/Window.h
10
src/Window.h
@ -140,7 +140,7 @@ void Window_DisableRawMouse(void);
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#ifdef CC_BUILD_GL
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/* Initialises an OpenGL context that most closely matches the input arguments. */
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/* NOTE: You must have created a window beforehand, as the GL context is attached to the window. */
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/* NOTE: You must have created the window beforehand, as the GL context is attached to the window. */
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void GLContext_Init(struct GraphicsMode* mode);
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/* Updates the OpenGL context after the window is resized. */
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void GLContext_Update(void);
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@ -153,13 +153,13 @@ void GLContext_Free(void);
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#define GLCONTEXT_DEFAULT_DEPTH 24
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#define GLContext_IsInvalidAddress(ptr) (ptr == (void*)0 || ptr == (void*)1 || ptr == (void*)-1 || ptr == (void*)2)
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/* Returns the address of a function pointer for the given OpenGL function. */
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/* NOTE: The platform may still return an address for unsupported functions.
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You must check the OpenGL version and/or GL_EXTENSIONS string for actual support! */
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/* NOTE: The implementation may still return an address for unsupported functions. */
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/* You MUST check the OpenGL version and/or GL_EXTENSIONS string for actual support! */
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void* GLContext_GetAddress(const char* function);
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/* Swaps the front and back buffer, displaying the back buffer on screen. */
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bool GLContext_SwapBuffers(void);
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/* Sets whether synchronisation with the monitor is used. */
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/* NOTE: The underlying platform may choose to still ignore this. */
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/* Sets whether synchronisation with the monitor is enabled. */
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/* NOTE: The implementation may choose to still ignore this. */
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void GLContext_SetFpsLimit(bool vsync, float minFrameMs);
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#endif
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#endif
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