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2020-10-16Add const attribute to backend accessorsDavid Robillard1-1/+1
2020-05-16Use email address in copyright headersDavid Robillard1-1/+1
Not really sure why I used a web link here (maybe because it's more stable), but this is more conventional.
2020-05-16Fix file documentationDavid Robillard1-2/+3
2020-04-03Rewrite C++ bindingsDavid Robillard1-1/+1
2020-03-07Organize documentation into groupsDavid Robillard1-1/+1
2020-03-07Fix broken link in documentationDavid Robillard1-1/+1
2020-03-01Add PUGL_BEGIN_DECLS and PUGL_END_DECLS macrosDavid Robillard1-6/+2
Just to keep the C++ noise out of the headers.
2020-03-01Fix documentation groupingDavid Robillard1-0/+11
2019-11-21Rename "backend" headersDavid Robillard1-0/+53
Working on Vulkan clarified what has always been slightly smelly about the design and organization here: not everything that is API specific is really in a "backend" (a PuglBackend). The concrete example is puglGetProcAddress(), which only makes sense for GL and is actually implemented in the "backend" files. Arguably puglGetContext() is also such a thing. So, rename the headers so they can be the place where API-specific things go in general, which happens to include a backend most of the time. The stub is a bit of an exception to this, but whatever. The includes look tidier this way. In place of the old headers are compatibility stubs that just emit a warning and include the new version, which will be maintained for a while.