diff --git a/bgfx.html b/bgfx.html index 8b6fc5d25..082188641 100644 --- a/bgfx.html +++ b/bgfx.html @@ -98,8 +98,8 @@
bgfx::CallbackI¶Callback interface to implement application specific behavior. Cached items are currently used only for OpenGL binary shaders.
+Callback interface to implement application specific behavior. Cached items are currently used for OpenGL and Direct3D 12 binary shaders.
https://github.com/bkaradzic/bx
git clone git://github.com/bkaradzic/bx.git
git clone git://github.com/bkaradzic/bgfx.git
These are step for users who use Windows with Visual Studio.
Enter bgfx directory:
cd bgfx
@@ -352,24 +352,10 @@ setx ANDROID_NDK_X86 <path to AndroidNDK directory>\toolchains\x86-4.7\pre
When building on Windows, you have to set DXSDK_DIR environment -variable to point to DirectX SDK directory.
-setx DXSDK_DIR <path to DirectX SDK directory>
-If you’re building with Visual Studio 2008, you’ll need TR1 support from: Visual C++ 2008 Feature Pack Release
-If you’re building with MinGW/TDM compiler on Windows make DirectX SDK -directory link to directory without spaces in the path.
-mklink /D c:\dxsdk <path to DirectX SDK directory>
-setx DXSDK_DIR c:\dxsdk
-Apply this -patch -to DXSDK from June 2010 to be able to use it with MinGW/TDM.
For ease of integration to other build system bgfx library can be built with single .cpp file. It’s only necessary to build src/amalgamated.cpp @@ -449,7 +435,7 @@ with single .cpp file. It’s only necessary to build instead) inside different build system.
OculusVR support is currently experimental, and only DX11 is tested. To
build with OculusVR HMD support enabled you must set OVR_DIR
enviroment variable: