Updated README.md

This commit is contained in:
widberg
2020-05-06 11:36:46 -04:00
committed by GitHub
parent 4264cca1f6
commit 533a39f02e

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@@ -1,6 +1,6 @@
bgfx.cmake
===================
[![Build Status](https://travis-ci.org/JoshuaBrookover/bgfx.cmake.svg?branch=master)](https://travis-ci.org/JoshuaBrookover/bgfx.cmake)
[![Build Status](https://travis-ci.org/widberg/bgfx.cmake.svg?branch=master)](https://travis-ci.org/widberg/bgfx.cmake)
This repo contains a bunch of cmake files that can be used to build bgfx with CMake.
@@ -8,7 +8,7 @@ Building
-------------
```
git clone https://github.com/JoshuaBrookover/bgfx.cmake.git
git clone https://github.com/widberg/bgfx.cmake.git
cd bgfx.cmake
git submodule init
git submodule update
@@ -19,10 +19,6 @@ cmake ..
If downloading via zip (instead of using git submodules) manually download bx, bimg and bgfx and copy them into the root directory, or locate them via BX_DIR, BIMG_DIR and BGFX_DIR CMake variables.
Note
-------------
I try to maintain this repo when I can, but I have a full time job which makes it a bit difficult. I will gladly accept any pull requests updating to the latest bgfx, fixing bugs, improving support, etc.
How To Use
-------------
This project is setup to be included a few different ways. To include bgfx source code in your project simply use add_subdirectory to include this project. To build bgfx binaries build the INSTALL target (or "make install"). The installed files will be in the directory specified by CMAKE_INSTALL_PREFIX which I recommend you set to "./install" so it will export to your build directory. Note you may want to build install on both Release and Debug configurations.
@@ -40,9 +36,8 @@ Probably! This project needs to be updated if a dependency is added or the bgfx
Todo
-------------
* Support Android.
* Support Native Client.
* Support Windows Phone.
* More configuration. [#12](https://github.com/JoshuaBrookover/bgfx.cmake/issues/12)
* More configuration. [#12](https://github.com/widberg/bgfx.cmake/issues/12)
* Add varying.def.sc files as shader dependencies.
* Combined examples.