Shell abstraction layer and rendering interface for 3D applications
Go to file
Jack Andersen 9485f5d115 Much more stable D3D11 backend 2015-12-08 19:52:51 -10:00
LogVisor@e7478c5bb4 Updated LogVisor 2015-11-25 21:33:15 -10:00
include/boo OpenGL deferred delete fix 2015-12-07 15:49:17 -10:00
lib Much more stable D3D11 backend 2015-12-08 19:52:51 -10:00
test Test build fix for OS X 2015-12-07 19:42:31 -10:00
.gitmodules Added LogVisor 2015-10-29 20:26:02 -10:00
CMakeLists.txt Added cursor change method 2015-11-29 14:20:20 -10:00
GLEW-LICENSE Integrated GLEW; began migration to Xlib 2015-10-30 18:28:21 -10:00
InputDeviceClasses.cpp Merge branch 'master' of https://github.com/RetroView/libBoo into ds3 2015-08-18 16:32:19 -07:00
LICENSE Changed LICENSE terms 2015-11-22 10:26:00 -10:00
README.md Update README.md 2015-11-26 08:41:11 -10:00

README.md

libBoo

libBoo is a cross-platform windowing and event manager similar to SDL and SFML, with additional 3D rendering functionality.

The exclusive focus of libBoo is 3D rendering using polygon-rasterization 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.

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.

Supported Backends

  • OpenGL 3.3+
  • Direct3D 11/12
  • Metal 1.1 (OS X 10.11 only for now, iOS coming soon)
  • [Coming soon] OpenGL ES 3.0
  • [Coming soon] Vulkan