[Docs] Updated documentation for release

This commit is contained in:
thefiddler 2014-05-19 23:01:29 +02:00
parent ade8e61625
commit 4dea46bca0
5 changed files with 216 additions and 231 deletions

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<TargetFrameworkVersion>v2.0</TargetFrameworkVersion>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>10.0.0</ProductVersion>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<OutputType>Exe</OutputType>
<AssemblyName>Build.Docs</AssemblyName>
@ -55,12 +55,13 @@
</PropertyGroup>
<ItemGroup>
<None Include="Doxyfile" />
<None Include="..\README.md">
<Link>README.md</Link>
</None>
</ItemGroup>
<ItemGroup>
<None Include="Contributors.txt" />
<None Include="Instructions.txt" />
<None Include="License.txt" />
<None Include="Release.txt" />
<None Include="Todo.txt" />
</ItemGroup>
<Target Name="Build">

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=== Installation ===
OpenTK does not require installation. Simply decompress the archive to a folder of your choice.
=== Usage ===
Three simple steps:
1. copy "OpenTK.dll" and "OpenTK.dll.config" to your project folder. These can be found under Binaries/OpenTK/Release/
2. add "OpenTK.dll" to your project references.
(Right-click "References" -> "Add Reference" -> "Browse" and locate "OpenTK.dll")
3. set "OpenTK.dll.config" to be copied to your output directory.
(Right-click "OpenTK.dll.config" -> "Properties" and set "Copy to Output Directory" to "Copy Always".)
For more details, refer to http://www.opentk.com/doc
=== Build instructions ===
Double-click OpenTK.sln to build using Visual Studio 2010+, SharpDevelop 3.0+, MonoDevelop 2.0+ or Xamarin Studio.
You can also build from the commandline using:
(.Net)
msbuild OpenTK.sln /p:Configuration=Release
(Mono)
xbuild OpenTK.sln /p:Configuration=Release
The resulting binaries will be placed under the Binaries/OpenTK/[Release|Debug] folders.
=== Troubleshooting ===
When building with MonoDevelop you may encounter an issue regarding a missing “GlobalAssemblyInfo.cs” file. This file is normally generated as a pre-build event, via the “Build.UpdateVersion” project. There are two solutions to this issue:
1. Configure MonoDevelop to use xbuild as its build system.
2. Right-click and run “Build.UpdateVersion” manually.
Older versions of xbuild may produce the same error when building from the commandline. In that case, simply execute xbuild twice - the second run should succeed.

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The Open Toolkit 1.1.1
15 March 2014
http://www.opentk.com
https://github.com/opentk/opentk
https://www.nuget.org/packages/OpenTK/
[Overview]
This is the second stable release for OpenTK 1.1. It fixes various reported issues and synchronizes the OpenGL and OpenGL ES API with the March 2014 Khronos specifications.
Changelog:
1. new OpenGL extensions:
- INTEL_performance_query
2. Debug builds will now throw exceptions on OpenGL errors (thanks Frassle!)
3. OpenGL documentation tooltips now report expected array lengths (thanks Frassle!)
4. OpenGL documentation is now generated from the new docbook 5 API reference
3. OpenGL ES now works on more platforms, including Android
4. keyboard events now report Alt, Ctrl, Shift key states
5. GameWindow.Run() now respects TargetRenderFrequency setting
6. GLControl now works on Mac OS X (thanks Sappharad!)
7. external contexts no longer require an explicit call to Toolkit.Init()
8. Joysticks now correctly report hat position on Windows
9. Joysticks now correctly report +y as up and -y as down
OpenTK 1.1.1 is backwards compatible with 1.1.0. Users of previous versions are encouraged to upgrade.
Visit http://www.opentk.com for the latest news and information on the Open Toolkit library.
[Resolved issues]
Visit the following page for a complete list:
- https://github.com/opentk/opentk/issues?milestone=2&page=1&state=closed
[Known issues]
- [all] Keyboard API exposes ushort parameter.
- [SDL2] does not support OpenTK.GLControl.
- [Mac/Carbon] does not support Retina resolutions. Please use the SDL2 backend instead.
- [Mac/Carbon] does not support OpenGL 3.x/4.x. Please use the SDL2 backend instead.
[Report an issue]
If you encounter an issue with OpenTK, please report it at https://github.com/opentk/opentk/issues
Don't forget to mention your operating system and GPU! If possible, try to attach a small, self-contained test case that reproduces the bug.
[API compatibility]
OpenTK 1.1.1 is backwards compatible with 1.1.0.
OpenTK 1.1.0 is not backwards compatible with 1.0. Most projects will be able to upgrade without any modifications. Projects using the following signatures will have to implement the suggested changes:
Namespace OpenTK.Graphics.OpenGL
Change signature:
- GL.MultiDrawArrays (`out` -> `ref`)
- GL.Amd.DeletePerfMonitors (`out` -> `ref`)
Change signature (may cause crash):
- GL.Apple.ObjectPurgeable (returns `AppleObjectPurgeable` instead of `IntPtr`)
- GL.Ext.SeparableFilter2D
- GL.Ibm.EdgeFlagPointerList (`bool[]` -> `bool*[]`)
- GL.NV.TransformFeedbackVaryings (`string[]` -> `int[]`)
Change return type:
- GL.WaitSync (returns `WaitSyncFlags` instead of `ArbSync`)
Namespace OpenTK.Graphics.ES11
Change return type:
- GL.GetError (`ErrorCode` instead of `All`)
Change `ref` parameters to `out`:
- GL.GenBuffers
- GL.GenTextures
- GL.GetBoolean
- GL.GetBufferParameter
- GL.GetClipPlane
- GL.GetClipPlanex
- GL.GetFixed
- GL.GetFloat
- GL.GetInteger
- GL.GetLight
- GL.GetLightx
- GL.GetMaterial
- GL.GetMaterialx
- GL.GetTexEnv
- GL.GetTexEnvx
- GL.GetTexParameter
- GL.GetTexParameterx
- GL.Oes.GenFramebuffers
- GL.Oes.GetClipPlane
- GL.Oes.GetClipPlanex
- GL.Oes.GetFixed
- GL.Oes.GetFramebufferAttachmentParameter
- GL.Oes.GetLightx
- GL.Oes.GetMaterialx
- GL.Oes.GetRenderbufferParameter
- GL.Oes.GetTexEnvx
- GL.Oes.GetTexGen
- GL.Oes.GetTexGenx
- GL.Oes.GetTexParameterx
- GL.Oes.QueryMatrixx
- GL.NV.GenFences
- GL.NV.GetFence
Change namespace:
- GL.ClipPlanefIMG -> GL.Img.ClipPlane
- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
Namespace OpenTK.Graphics.ES20.GL
Change signature (may cause crash):
- GL.NV.GetFence now takes three parameters instead of two
Change `ref` parameters to `out`:
- GL.GetActiveAttrib
- GL.GetActiveUniform
- GL.GetAttachedShaders
- GL.GetProgramInfoLog
- GL.GetShaderInfoLog
- GL.GetShaderSource
- GL.Amd.GetPerfMonitorCounterData
- GL.Amd.GetPerfMonitorCounters
- GL.Amd.GetPerfMonitorCounterString
- GL.Amd.GetPerfMonitorGroup
- GL.Amd.GetPerfMonitorGroupString
- GL.Amd.SelectPerfMonitorCounters
Change namespace:
- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
- GL.GetDriverControlsQCOM -> GL.Qcom.GetDriverControls
- GL.GetDriverControlStringQCOM -> GL.Qcom.GetDriverControlString

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- Add Portable Class Library (PCL) target.
[Hard]
- Merge updates from mono/opentk.
- Add Cocoa backend for Mac OS X.
- Merge with mono/opentk.

253
README.md
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OpenTK
======
The Open Toolkit is an advanced, low-level C# library that wraps OpenGL, OpenGL ES and OpenAL. It is suitable for games, scientific applications and any other project that requires 3d graphics, audio or compute functionality.
Project website: http://www.opentk.com/
Official git repository: https://github.com/opentk/opentk
Features
========
- Create cutting-edge graphics with OpenGL 4.4 and OpenGL ES 3.0
- Spice up your GUI with 3d graphics
- Improve your code flow with strong types and inline documentation
- Write once run everywhere!
OpenTK is available on Windows, Linux, Mac OS X, *BSD, SteamOS, Android and iOS. It can be used standalone or integrated into a GUI (Windows.Forms, WPF, GTK+, Qt, VTK, ...)
Current Version 1.1 stable released 2014-Feb-10: http://www.opentk.com/news/opentk-1.1-stable-released
- Write once run everywhere
OpenTK is available for Windows, Linux, Mac OS X, *BSD, SteamOS, Android and iOS. It can be used standalone or integrated into a GUI (Windows.Forms, WPF, GTK+, Qt, VTK, ...)
[Download binaries](http://www.opentk.com) or [NuGet packages](http://www.nuget.org/packages/OpenTK/)
Instructions
============
The simplest way to use OpenTK in your project is to install the [NuGet package](http://www.nuget.org/packages/OpenTK/).
Alternatively, download the [OpenTK binaries](http://www.opentk.com) and:
1. Copy OpenTK.dll and OpenTK.dll.config to your project directory
2. Use "Add reference" to add OpenTK.dll as a project reference
3. Use "Add files" to add OpenTK.dll.config to your project, and enable the "Copy to Output Directory" option.
If you wish to build OpenTK from source, simply double-click OpenTK.sln
News
====
OpenTK 1.1.2 was released on 19 May 2014.
It contains performance and stability improvements and synchronizes the OpenGL and OpenGL ES bindings with the May 2014 Khronos specifications.
=== Changelog: ===
1. New Cocoa backend for Mac OS X, with support for OpenGL 4.x and retina displays. Huge thanks to [Ollhax](https://github.com/Ollhax) for implementing the backend from scratch, including the necessary Cocoa bindings!
2. Custom hardware cursors are now supported: `INativeWindow.Cursor = new MouseCursor(...)`
3. Up to 2000% improvement in binding loading speed. The exact numbers depend on the operating system and hardware configuration. On a Nvidia 650M GPU and a 2.3GHz processor:
- Linux: 6.5ms instead of 45ms
- MacOS: 9.5ms instead of 165ms
- Win64: 5.9ms instead of 108ms
4. Up to 1000% improvement in memory consumption. The object graph has been reduced from 9000 to 900 objects, consuming between 185-220KB of memory depending on the platform and hardware configuration.
5. Support for high-resolution X/Y scrolling on all platforms:
- `OpenTK.Input.MouseState.Scroll.X/Y`
6. Improved mouse input APIs:
- new INativeWindow.MouseMove, MouseUp, MouseDown and MouseWheel events
- new OpenTK.Mouse.GetCursorPos() API to retrieve the state of the system cursor
- all mouse event arguments now carry the current MouseState
7. Improved keyboard input APIs:
- support for non-US layouts on Linux/X11
- all keyboard event arguments now carry the current KeyboardState
- all keyboard event arguments now report the correct KeyModifiers state
8. New OpenGL extensions:
- AMD_gcn_shader
- AMD_gpu_shader_int64
- AMD_transform_feedback4
- EXT_shader_image_load_formatted
- NV_shader_thread_group
- NV_shader_thread_shuffle
9. New OpenGL ES extensions:
- ARM_shader_framebuffer_fetch
- ARM_shader_framebuffer_fetch_depth_stencil
- EXT_shader_pixel_local_storage
- KHR_blend_equation_advanced
- OES_sample_shading
- OES_sample_variables
- OES_shader_image_atomic
- OES_shader_multisample_interpolation
- OES_texture_stencil8
- OES_texture_storage_multisample_2d_array
10. Improved OpenGL ES documentation tooltips.
11. Improved stability when using EGL on Linux and Windows/ANGLE.
12. Improved stability when using SDL2 on 32bit platforms.
13. Improved the shutdown sequence on X11.
14. Fixed a marshaling issue affecting 2d and 3d arrays on Windows/.Net.
OpenTK 1.1.2 is backwards compatible with 1.1.1. Users of previous versions are encouraged to upgrade.
Known issues
============
1. The SDL2 backend has a number of limitations compared to the native platform backends. In particular, SDL2 does not support:
- `OpenTK.GLControl`. OpenTK will automatically use a native platform backend instead.
- `DisplayDevice.ChangeResolution()` without a fullscreen `INativeWindow`.
- changing `INativeWindow.WindowBorder` once a window is created.
- high-resolution mouse input. Additionally, it is limited to a single keyboard and mouse device.
Binaries available at http://www.opentk.com
NuGet packages at http://www.nuget.org/packages/OpenTK/
Roadmap
=======
- Merge opentk/opentk (upstream) with mono/opentk (Xamarin)
- Add Portable Class Library (PCL) target
- Add multitouch API
- Add new platforms: NaCL, emscripten, Windows Metro, Ouya, Raspberry PI
- Improve OpenCL bindings
- Improve math library
Contributing
============
1. Install git and a C# IDE (see requirements section below)
2. Fork the _develop_ branch of https://github.com/opentk/opentk
3. Commit your changes in small, incremental steps with clear descriptions
4. When ready, issue a Pull Request (PR) against the _develop_ branch of https://github.com/opentk/opentk
For details on coding style and best practices, refer to https://github.com/opentk/opentk/wiki/Contributing
Some areas we could really use your help:
- Tutorials for OpenGL 3.x and 4.x. [Inspiration here](https://github.com/Groovounet/ogl-samples)
- Porting to new platforms:
- Native Client (NaCL)
- Raspberry PI (EGL without X11)
- Wayland
- Mir
- WinRT (via ANGLE)
- New features:
- Multitouch
- Clipboard
- Input Method Editors (IMEs)
- USB HID joystick backend (Windows, Linux)
Further ideas for improvement are always welcome.
Requirements
============
- Windows (XP/Vista/7/8), Linux, Mac OS X, *BSD, SteamOS, Android or iOS
- For graphics, OpenGL drivers or a suitable emulator, such as [ANGLE](https://github.com/opentk/opentk/tree/Dependencies/Readme.txt)
- For audio, OpenAL drivers or [OpenAL Soft](https://github.com/opentk/opentk/tree/Dependencies/Readme.txt)
- To develop desktop applications: Visual Studio, Xamarin Studio, MonoDevelop or SharpDevelop
- To develop Android applications: Xamarin Studio or the Xamarin Extensions for Visual Studio
- To develop iOS applications: Xamarin Studio and XCode
Documentation
=============
Your favorite IDE will display inline documentation for all OpenTK APIs. Additional information can be found in the [OpenTK Manual](http://www.opentk.com/doc) and in the [opentk/Documentation/](https://github.com/opentk/opentk/tree/develop/Documentation) folder.
Technical documentation about the implementation of OpenTK can be found in the [Technical Wiki](https://github.com/opentk/opentk/wiki).
Need Help?
==========
Post your questions at the [OpenTK forums](http://www.opentk.com/forum).
Report bugs at https://github.com/opentk/opentk/issues
License
=======
The Open Toolkit is distributed under the permissive MIT/X11 license and is absolutely free.
http://www.opentk.com/project/license
API compatibility
=================
OpenTK 1.1.2 is backwards compatible with 1.1.1.
OpenTK 1.1.1 is backwards compatible with 1.1.0.
OpenTK 1.1.0 is not backwards compatible with 1.0. Most projects will be able to upgrade without any modifications. Projects using the following signatures will have to implement the suggested changes:
Namespace OpenTK.Graphics.OpenGL
Change signature:
- GL.MultiDrawArrays (`out` -> `ref`)
- GL.Amd.DeletePerfMonitors (`out` -> `ref`)
Change signature (may cause crash):
- GL.Apple.ObjectPurgeable (returns `AppleObjectPurgeable` instead of `IntPtr`)
- GL.Ext.SeparableFilter2D
- GL.Ibm.EdgeFlagPointerList (`bool[]` -> `bool*[]`)
- GL.NV.TransformFeedbackVaryings (`string[]` -> `int[]`)
Change return type:
- GL.WaitSync (returns `WaitSyncFlags` instead of `ArbSync`)
Namespace OpenTK.Graphics.ES11
Change return type:
- GL.GetError (`ErrorCode` instead of `All`)
Change `ref` parameters to `out`:
- GL.GenBuffers
- GL.GenTextures
- GL.GetBoolean
- GL.GetBufferParameter
- GL.GetClipPlane
- GL.GetClipPlanex
- GL.GetFixed
- GL.GetFloat
- GL.GetInteger
- GL.GetLight
- GL.GetLightx
- GL.GetMaterial
- GL.GetMaterialx
- GL.GetTexEnv
- GL.GetTexEnvx
- GL.GetTexParameter
- GL.GetTexParameterx
- GL.Oes.GenFramebuffers
- GL.Oes.GetClipPlane
- GL.Oes.GetClipPlanex
- GL.Oes.GetFixed
- GL.Oes.GetFramebufferAttachmentParameter
- GL.Oes.GetLightx
- GL.Oes.GetMaterialx
- GL.Oes.GetRenderbufferParameter
- GL.Oes.GetTexEnvx
- GL.Oes.GetTexGen
- GL.Oes.GetTexGenx
- GL.Oes.GetTexParameterx
- GL.Oes.QueryMatrixx
- GL.NV.GenFences
- GL.NV.GetFence
Change namespace:
- GL.ClipPlanefIMG -> GL.Img.ClipPlane
- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
Namespace OpenTK.Graphics.ES20.GL
Change signature (may cause crash):
- GL.NV.GetFence now takes three parameters instead of two
Change `ref` parameters to `out`:
- GL.GetActiveAttrib
- GL.GetActiveUniform
- GL.GetAttachedShaders
- GL.GetProgramInfoLog
- GL.GetShaderInfoLog
- GL.GetShaderSource
- GL.Amd.GetPerfMonitorCounterData
- GL.Amd.GetPerfMonitorCounters
- GL.Amd.GetPerfMonitorCounterString
- GL.Amd.GetPerfMonitorGroup
- GL.Amd.GetPerfMonitorGroupString
- GL.Amd.SelectPerfMonitorCounters
Change namespace:
- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
- GL.GetDriverControlsQCOM -> GL.Qcom.GetDriverControls
- GL.GetDriverControlStringQCOM -> GL.Qcom.GetDriverControlString