From 2e1c9a7ef2d0fbf3ac800c3778fc80911cfffb4b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Wed, 3 Jul 2019 14:25:38 +0000 Subject: [PATCH] Update README.md --- README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index eaae688..fc1fd0d 100644 --- a/README.md +++ b/README.md @@ -66,7 +66,7 @@ For more see the other examples and **the library code itself**, it is meant to The basic philosophy is: -- The library implements only a rendering "middle-end", it doesn't perform any drawing to the actual screen, +- The library implements only a rendering back-end, it doesn't perform any drawing to the actual screen, hence there is no dependency on any library such as OpenGL or SDL. It just calls your front-end function and tells you which pixels you should write. How you do it is up to you. - Before including the header, define `S3L_PIXEL_FUNCTION` to the name of a function you will use to @@ -76,6 +76,7 @@ The basic philosophy is: - Also define `S3L_RESOLUTION_X` and `S3L_RESOLUTION_Y` to the resolution of your rendering screen. - Use the provided Python tools to convert your model and textures to C arrays, include them in your program and set up the scene struct. +- Init the 3D models and the scene with provided init functions (`S3L_init*`), set the position of the camera. - Call `S3L_drawScene` on the scene to perform the frame rendering. This will cause the library to start calling the `S3L_PIXEL_FUNCTION` in order to draw the frame. You can of course modify the function or write a similar one of your own using the more low-level functions which are