Update README.md
Highlighted the need for render target stencil buffer.
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/work in progress.../
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NanoVG
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==========
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@ -30,7 +27,9 @@ The first parameter defines flags for creating the renderer.
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- `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags.
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- `NVG_STENCIL_STROKES` means that the render uses better quality rendering for (overlapping) strokes. The quality is mostly visible on wider strokes. If you want speed, you can omit this flag.
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Currently there is an OpenGL back-end for NanoVG: [nanovg_gl.h](/src/nanovg_gl.h) for OpenGL 2.0, OpenGL ES 2.0, OpenGL 3.2 core profile and OpenGL ES 3. The implementation can be chosen using a define as in above example. See the header file and examples for further info.
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Currently there is an OpenGL back-end for NanoVG: [nanovg_gl.h](/src/nanovg_gl.h) for OpenGL 2.0, OpenGL ES 2.0, OpenGL 3.2 core profile and OpenGL ES 3. The implementation can be chosen using a define as in above example. See the header file and examples for further info.
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*NOTE:* The render target you're rendering to must have stencil buffer.
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## Drawing shapes with NanoVG
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@ -61,7 +60,7 @@ nvgFill(vg);
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## Rendering is wrong, what to do?
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- make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls
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- make sure you have initialised OpenGL with stencil buffer
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- make sure you have initialised OpenGL with *stencil buffer*
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- make sure you have cleared stencil buffer
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- make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()`
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- to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()`
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