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authorEgor Yusov <egor.yusov@gmail.com>2018-12-30 18:48:39 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-12-30 18:48:39 +0000
commita7a76b1173a2bd2b768e910b72e5ff3a5b61b93f (patch)
tree081c160c49c544c873c83e7ce009c5413fb6ff5a /Graphics/GraphicsEngineOpenGL
parentUpdated release history (diff)
downloadDiligentCore-a7a76b1173a2bd2b768e910b72e5ff3a5b61b93f.tar.gz
DiligentCore-a7a76b1173a2bd2b768e910b72e5ff3a5b61b93f.zip
Updated readme
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
-rw-r--r--Graphics/GraphicsEngineOpenGL/readme.md8
1 files changed, 4 insertions, 4 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/readme.md b/Graphics/GraphicsEngineOpenGL/readme.md
index 204d5d30..dfa2109d 100644
--- a/Graphics/GraphicsEngineOpenGL/readme.md
+++ b/Graphics/GraphicsEngineOpenGL/readme.md
@@ -1,11 +1,11 @@
# GraphicsEngineOpenGL
-Implementation of Diligent Engine API using OpenGL/GLES
+Implementation of OpenGL/GLES back-end
# Initialization
-The following code snippet shows how to initialize diligent engine in OpenGL/GLES mode.
+The following code snippet shows how to initialize Diligent Engine in OpenGL/GLES mode.
```cpp
#include "RenderDeviceFactoryOpenGL.h"
@@ -50,13 +50,13 @@ Below are some of the methods that provide access to internal D3D11 objects:
## Creating Diligent Engine Objects from OpenGL Handles
-* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, ITexture **ppTexture)` -
+* `void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, RESOURCE_STATE InitialState, ITexture **ppTexture)` -
creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle GLHandle, texture description TexDesc,
and writes the pointer to the created texture object at the memory address pointed to by ppTexture. The engine can automatically
set texture width, height, depth, mip levels count, and format, but the remaining field of TexDesc structure must be populated by
the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must
not destroy it while it is in use by the engine.
-* `void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, IBuffer **ppBuffer)` -
+* `void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, RESOURCE_STATE InitialState, IBuffer **ppBuffer)` -
creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handle GLHandle, buffer description BuffDesc,
and writes the pointer to the created buffer object at the memory address pointed to by ppBuffer. The engine can automatically
set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not