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opengl shaders #230

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opengl shaders #230

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srele96
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@srele96 srele96 commented Jun 16, 2023

What changed

SOLVE PROBLEM - DON'T COMMIT BINARIES.

Why was the change needed

What was the previous behavior

Checklist

  • Write a well-written and structured commit message with high-quality context
  • If you created an experiment, add a link to it in README.md. Like sk-experiments/README.md, sk-experiments/cpp/README.md, etc.

Commit

When done, edit the pull request and add the commit content here.

chore: add example title

I don't want to leave empty content so I have to add some example here.

srele96 and others added 15 commits January 24, 2023 22:16
I want to keep notes on errors I encountered.
I can place .lib files in the deps/<library_name>/lib to sort them in a
bettery way. Therefore I specified those in the include paths.
I updated search paths for static libraries so that it is clearer which
library belongs to which dependency.
I would like to have full runnable code because I don't know how would I
find matching version for headers that I have downloaded. I've read the
licencing and they allow distribution, at least as I understood it, as
long as their licence is included in my project. I included their
licences in dependencies.
I forgot to replace comment with function that clears resources.
Reuse link_glew_sdl for shaders directory to save time. I don't want to
setup and download everything again. I just want to play around with
shaders.
* Extract commands to make command easily extensible
* Correct typo

I don't know how did the compilation work since the variable was named
differently than in fully assembled command.

* Place SDL search path before GLEW

I don't know does it make a difference, but we first initiate SDL window
then GLEW. Because SDL has to create OpenGL context before initializing
GLEW.
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