diff --git a/README.md b/README.md index 5ceecec..ae5cc79 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,3 @@ -/work in progress.../ - - NanoVG ========== @@ -30,7 +27,9 @@ The first parameter defines flags for creating the renderer. - `NVG_ANTIALIAS` means that the renderer adjusts the geometry to include anti-aliasing. If you're using MSAA, you can omit this flags. - `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. -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. +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. + +*NOTE:* The render target you're rendering to must have stencil buffer. ## Drawing shapes with NanoVG @@ -61,7 +60,7 @@ nvgFill(vg); ## Rendering is wrong, what to do? - make sure you have created NanoVG context using one of the `nvgCreatexxx()` calls -- make sure you have initialised OpenGL with stencil buffer +- make sure you have initialised OpenGL with *stencil buffer* - make sure you have cleared stencil buffer - make sure all rendering calls happen between `nvgBeginFrame()` and `nvgEndFrame()` - to enable more checks for OpenGL errors, add `NVG_DEBUG` flag to `nvgCreatexxx()`