Update README.md

Highlighted the need for render target stencil buffer.
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Mikko Mononen 2017-06-29 13:18:20 +03:00 committed by GitHub
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/work in progress.../
NanoVG
==========
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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.
*NOTE:* The render target you're rendering to must have stencil buffer.
## Drawing shapes with NanoVG
Drawing a simple shape using NanoVG consists of four steps: 1) begin a new shape, 2) define the path to draw, 3) set fill or stroke, 4) and finally fill or stroke the path.
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## 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()`