diff options
Diffstat (limited to 'examples/pugl_shader_demo.c')
-rw-r--r-- | examples/pugl_shader_demo.c | 37 |
1 files changed, 18 insertions, 19 deletions
diff --git a/examples/pugl_shader_demo.c b/examples/pugl_shader_demo.c index 3f5e7f3..800b8f0 100644 --- a/examples/pugl_shader_demo.c +++ b/examples/pugl_shader_demo.c @@ -14,25 +14,24 @@ OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ -/** - @file pugl_shader_demo.c - @brief An example of drawing with OpenGL 3/4. - - This is an example of using OpenGL for pixel-perfect 2D drawing. It uses - pixel coordinates for positions and sizes so that things work roughly like a - typical 2D graphics API. - - The program draws a bunch of rectangles with borders, using instancing. - Each rectangle has origin, size, and fill color attributes, which are shared - for all four vertices. On each frame, a single buffer with all the - rectangle data is sent to the GPU, and everything is drawn with a single - draw call. - - This is not particularly realistic or optimal, but serves as a decent rough - benchmark for how much simple geometry you can draw. The number of - rectangles can be given on the command line. For reference, it begins to - struggle to maintain 60 FPS on my machine (1950x + Vega64) with more than - about 100000 rectangles. +/* + An example of drawing with OpenGL 3/4. + + This is an example of using OpenGL for pixel-perfect 2D drawing. It uses + pixel coordinates for positions and sizes so that things work roughly like a + typical 2D graphics API. + + The program draws a bunch of rectangles with borders, using instancing. + Each rectangle has origin, size, and fill color attributes, which are shared + for all four vertices. On each frame, a single buffer with all the + rectangle data is sent to the GPU, and everything is drawn with a single + draw call. + + This is not particularly realistic or optimal, but serves as a decent rough + benchmark for how much simple geometry you can draw. The number of + rectangles can be given on the command line. For reference, it begins to + struggle to maintain 60 FPS on my machine (1950x + Vega64) with more than + about 100000 rectangles. */ #include "demo_utils.h" |