boo/README.md

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<p align="center">
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<a href="http://axiodl.github.io/boo/mascot_big.png">
<img src="http://axiodl.github.io/boo/mascot.png" alt="Boo Mascot" width="256" height="256"/><br><em>Charlie</em>
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</a>
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</p>
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### Boo
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**Boo** is a cross-platform windowing and event manager similar to
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SDL or SFML, with additional 3D rendering functionality.
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The primary focus of Boo is 2D/3D rendering using polygon-rasterization
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APIs like OpenGL or Direct3D. It exposes a unified command-queue API for
calling the underlying graphics API.
The only per-platform responsibility of the client code is providing the
shaders' source. Drawing, resource-management and state-switching are
performed using the unified API; these may be written once for all platforms.
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Boo also features a unified audio API for mixing voices and performing variable
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sample-rate-conversion. All audio computation occurs on the CPU, synchronously 'pumped'
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by the client each frame-iteration.
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Client code is entered via the `appMain` method supplied in a callback object.
This code executes on a dedicated thread with graphics command context available.
The API may be used to synchronize loops on the client thread with the display
refresh-rate.
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#### Supported Graphics Backends
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* OpenGL 3.3+
* Direct3D 11/12
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* Metal 1.1 (OS X 10.11 only for now, iOS coming soon)
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* Vulkan
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#### Supported Audio Backends
* **[Windows]** WASAPI
* **[OS X]** Audio Queue Services
* **[Linux]** ALSA
#### Pro Logic II Encoding Support
The Boo audio engine supports real-time Pro Logic II surround matrixing for 5.1 client mixes.
Call `IAudioVoiceEngine::enableLtRt(true);` to enable this functionality.
**Note:** Before building Boo, the [Intel Integrated Performance Primitives](https://software.intel.com/en-us/intel-ipp)
must be installed for full surround-sound encoding capabilities. Without this library, only the left, right, and center
channels will be encoded. The surround channels are phase-shifted 90-degrees using the Hilbert functions in the library.