All functionality is found as functions in the aux_opengl.h header file. To ensure portability the header does not include any OpenGL headers itself. That must be done by the developer before including this library.
For example:
#include <GLES2/gl2.h>
#include "aux_opengl.h"
This library can check OpenGL error and print them on stdout if you define the macro AUXGL_DEBUG before including this library. Like this:
#include <GLES2/gl2.h>
#define AUXGL_DEBUG
#include "aux_opengl.h"
The camera function relies on sinf and cosf from the standard math.h header. Depending on your target system, this means you might need to link against the math library. With a GCC compiler this is done by passing the argument -lm to the linker.
- Shader inline source macros, see AUXGL_STRING.
- Shader loading, see auxGlProgram.
- Model view projection (MVP) 3D camera matrix calculation, see 3D auxGlMvpCamera.
- MVP orthogonal 2D matrix calculation, see auxGlMvpOrtho.
- Optional error checking agaist the OpenGL library, see AUXGL_DEBUG.
- Documentation.
- Samples.
- Texture render target setup.
Copyright (c) 2016 Martin Sandgren
This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
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The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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This notice may not be removed or altered from any source distribution.