glfw: cleanup README, explain how to use Vulkan/OpenGL with it

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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Stephen Gutekanst 2021-10-24 07:47:05 -07:00
parent 8f622acf12
commit 00648d7b2d

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# mach/glfw - Ziggified GLFW bindings [![CI](https://github.com/hexops/engine/workflows/CI/badge.svg)](https://github.com/hexops/engine/actions) <a href="https://hexops.com"><img align="right" alt="Hexops logo" src="https://raw.githubusercontent.com/hexops/media/main/readme.svg"></img></a>
Ziggified GLFW bindings that [Mach engine](https://github.com/hexops/mach) uses, with 100% API coverage & zero-fuss installation, cross compilation, and more.
Ziggified GLFW bindings that [Mach engine](https://github.com/hexops/mach) uses, with 100% API coverage, zero-fuss installation, cross compilation, and more.
The main Mach repository includes this one as a `git subtree`. This is a separate repo so that anyone can use this library in their own project / engine if they like!
The [main Mach repository](https://github.com/hexops/mach) includes [this one](https://github.com/hexops/mach-glfw) as a `git subtree`. This is a separate repo so that anyone can use this library in their own project / engine if they like!
## Zero fuss installation, cross compilation, and more
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* Slices instead of C pointers and lengths.
* [`packed struct`](https://ziglang.org/documentation/master/#packed-struct) to represent bit masks, so you can interact with each bit the same way you'd interact with a `bool` if you like, instead of remembering the `&` `|` `^` incantation (although you're free to do that too.)
## How do I use OpenGL, Vulkan, WebGPU, etc. with this?
You'll need to bring your own library for this. Some are:
* (Vulkan) https://github.com/Snektron/vulkan-zig (also see https://github.com/Avokadoen/zig_vulkan)
* (OpenGL) https://github.com/ziglibs/zgl
## Issues
Issues are tracked in the [main Mach repository](https://github.com/hexops/mach/issues?q=is%3Aissue+is%3Aopen+label%3Aglfw).