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author | David Thompson <dthompson2@worcester.edu> | 2018-12-13 21:20:42 -0500 |
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committer | David Thompson <dthompson2@worcester.edu> | 2018-12-13 21:28:08 -0500 |
commit | 75c5cdef5c72b4f88ae71ba37e7a94b609996279 (patch) | |
tree | 8f867222da14159cdcf4682dd90fdad1d1fc8a07 /data/shaders/pbr/pbr-vert.glsl | |
parent | fa30685ab7f8a3e44bc144b68a8516ba31de3cc4 (diff) |
Re-hide SDL2 details.
I know I'm backpedaling here, but I think it was a mistake to expose
SDL2 as much as I have here. I think it's better for people just
getting started to not have to wonder what SDL means. Making things
as usable as possible for beginners is an important goal, and
abstracting SDL2 + OpenGL things from the core game loop
implementation shouldn't require sacrificing that goal.
* chickadee.scm: Switch code with...
* chickadee/game-loop.scm: ...this! Which is copied straight from...
* chickadee/sdl.scm: ...this! Which is now deleted.
* Makefile.am (SOURCES): Add game-loop.scm, remove sdl.scm.
* examples/grid.scm: Update due to API breakage.
* examples/lines.scm: Ditto.
* examples/nine-patch.scm: Ditto.
* examples/sprite.scm: Ditto.
* examples/text.scm: Ditto.
* examples/tiled.scm: Ditto.
* doc/api.texi (Kernel): Update.
Diffstat (limited to 'data/shaders/pbr/pbr-vert.glsl')
0 files changed, 0 insertions, 0 deletions