Auto-generated Odin bindings for the sokol headers.
To include sokol in your project you can copy the sokol directory.
Supported platforms are: Windows, macOS, Linux (with X11)
On Linux install the following packages: libglu1-mesa-dev, mesa-common-dev, xorg-dev, libasound-dev (or generally: the dev packages required for X11, GL and ALSA development)
First build the required static link libraries:
cd sokol
# on macOS:
./build_clibs_macos.sh
# on Linux:
./build_clibs_linux.sh
# on Windows with MSVC (from a 'Visual Studio Developer Command Prompt')
build_clibs_windows.cmd
cd ..
Create a build directory and cd into it:
mkdir build
cd build
Build and run the samples:
odin run ../examples/clear -debug
odin run ../examples/triangle -debug
odin run ../examples/quad -debug
odin run ../examples/bufferoffsets -debug
odin run ../examples/cube -debug
odin run ../examples/noninterleaved -debug
odin run ../examples/texcube -debug
odin run ../examples/shapes -debug
odin run ../examples/offscreen -debug
odin run ../examples/instancing -debug
odin run ../examples/mrt -debug
odin run ../examples/blend -debug
odin run ../examples/debugtext -debug
odin run ../examples/debugtext-print -debug
odin run ../examples/debugtext-userfont -debug
odin run ../examples/saudio -debug
odin run ../examples/sgl -debug
odin run ../examples/sgl-points -debug
odin run ../examples/sgl-context -debug
odin run ../examples/vertexpull -debug
By default, the backend 3D API will be selected based on the target platform:
To force the GL backend on macOS or Windows, build with -define:SOKOL_USE_GL=true
:
odin run ../examples/clear -debug -define:SOKOL_USE_GL=true
The clear
sample prints the selected backend to the terminal:
odin run ../examples/clear -debug -define:SOKOL_USE_GL=true
>> using GL backend
On Windows, you can get rid of the automatically opened terminal window
by building with the -subsystem:windows
option:
odin build ../examples/clear -subsystem:windows