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README.md

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<img width="256" height="256" src="https://raw.githubusercontent.com/Inochi2D/branding/main/logo/logo_transparent_256.png">
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</p>
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[日本語](https://github.com/Inochi2D/inochi2d/blob/main/README.ja.md)
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[简体中文](https://github.com/Inochi2D/inochi2d/blob/main/README.zh.md)
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_The Inochi2D logo was designed by [James Daniel](https://twitter.com/rakujira)_
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# Inochi2D
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[![Support me on Patreon](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Fshieldsio-patreon.vercel.app%2Fapi%3Fusername%3Dclipsey%26type%3Dpatrons&style=for-the-badge)](https://patreon.com/clipsey)
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[![Discord](https://img.shields.io/discord/855173611409506334?label=Community&logo=discord&logoColor=FFFFFF&style=for-the-badge)](https://discord.com/invite/abnxwN6r9v)
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[![Discord](https://img.shields.io/discord/855173611409506334?label=Community&logo=discord&logoColor=FFFFFF&style=for-the-badge)](https://discord.com/invite/abnxwN6r9v)
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[日本語](https://github.com/Inochi2D/inochi2d/blob/main/README.ja.md) |
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[简体中文](https://github.com/Inochi2D/inochi2d/blob/main/README.zh.md)
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---
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Inochi2D is a library for realtime 2D puppet animation and the reference implementation of the Inochi2D Puppet standard. Inochi2D works by deforming 2D meshes created from layered art at runtime based on parameters, this deformation tricks the viewer in to seeing 3D depth and movement in the 2D art.
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&nbsp;
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# Documentation
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Documentation is currently in the process of being written for the spec and the official tools. You can find the official documentation page [here](https://docs.inochi2d.com).
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# Official SDK Bindings
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- [Unity](https://github.com/Inochi2D/com.inochi2d.inochi2d-unity)
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&nbsp;
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# Supported platforms
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The reference implementation available here currently requires a OpenGL 3.1 context to function, `inInit` should be called *after* a OpenGL 3.1 (or higher) context has been established.
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# Using the Inochi2D SDK
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We will be working on splitting the rendering out from the frontend, so that developers can plug their own backend in. We provide [inochi2d-c](https://github.com/Inochi2D/inochi2d-c) as a way to use this library from non-D languages, additionally a second workgroup is making a pure Rust implementation of the Inochi2D specification over at [Inox2D](https://github.com/Inochi2D/inox2d).
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Inochi2D can both be used in and outside of DLang, to use Inochi2D in your D project just add it from dub.
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To use Inochi2D within a project written in another language, a C FFI is provided.
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&nbsp;
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To compile using the C FFI you must have the `LDC2` compiler installed and the `dub` build system,
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run the following command to build the SDK:
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```
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dub build --config=dynamic
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```
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If your target graphics library does not allow 2D vectors to be used when passing position data
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to the GPU, you can add `--d-version=IN_VEC3_POSITION` as an argument, which will change the
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VtxData to use a 3D vector to store the vertex position.
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---
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## Build Configurations
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Add with `--config=`
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| Type | Use |
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| --------: | :-------------------------- |
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| `static` | Static D-only library. |
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| `dynamic` | Dynamic library with C FFI. |
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## Build Types
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Add with `--build=`
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The Inochi2D logo was designed by [James Daniel](https://twitter.com/rakujira)
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You can pass the following build types to Inochi2D.
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| Type | Use |
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| --------------: | :--------------------------------------------- |
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| `debug` | Debug mode, no optimisation, full stacktraces. |
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| `release-debug` | Optimized build with some stack traces. |
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| `release` | Full release build. |
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## Build Options
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Add with `--d-version=`
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| Option | Use |
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| -----------------: | :------------------------------------------------------------------------------------ |
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| `IN_VEC3_POSITION` | Use 3D vectors to store the `POSITION` portion of the vertex data. |
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&nbsp;
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&nbsp;

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