Awesome
Auto-generated Odin bindings for the sokol headers.
To include sokol in your project you can copy the sokol directory.
BUILD
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:
- macOS: Metal
- Windows: D3D11
- Linux: GL
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