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1 2/*! 3 * \defgroup Initialization Initialization 4 * SDL_gpu has a fairly simple initialization process. If you need nothing more than the default initialization, call: 5 * <pre>GPU_Target* screen = GPU_Init(width, height, GPU_DEFAULT_INIT_FLAGS);</pre> 6 * Then when you're done, clean up with: 7 * <pre>GPU_Quit();</pre> 8 * 9 * Other functions in the Initialization module control how initialization is performed. 10 * 11 * 12 * \defgroup Logging Debugging, Logging, and Error Handling 13 * Use GPU_Log() for normal logging output (e.g. to replace printf). Other logging priorities are handled by GPU_LogWarning() and GPU_LogError(). 14 * 15 * SDL_gpu stores an error queue that you can read and manipulate using GPU_PopErrorCode() and GPU_PushErrorCode(). If you set the debug level using GPU_SetDebugLevel(), you can have any errors automatically logged as they are generated. 16 * 17 * \defgroup RendererSetup Renderer Setup 18 * \defgroup RendererControls Renderer Controls 19 * \defgroup ContextControls Context Controls 20 * \defgroup TargetControls Target Controls 21 * \defgroup SurfaceControls Surface Controls 22 * \defgroup ImageControls Image Controls 23 * \defgroup Conversions Surface, Image, and Target Conversions 24 * \defgroup Matrix Matrix Controls 25 * \defgroup Rendering Rendering 26 * \defgroup Shapes Shapes 27 * \defgroup ShaderInterface Shader Interface 28 */ 29 30 31 32 33