@@ -56,7 +56,7 @@ or [gfx-portability](https://github.com/gfx-rs/portability).
5656 * Descriptor and memory management
5757 * Shader resource reflection
5858 * Async compute and multiple command queues
59- * Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state of the art capabilities
59+ * Ray-tracing, mesh shaders, tile shaders, bindless resources, and other state-of- the- art capabilities
6060* Extensive validation and error reporting
6161* Modern c++ features to make the code fast and reliable
6262* Consistent high quality is ensured by continuous integration
@@ -177,7 +177,7 @@ cmake -S . -B ./build/MinGW -D CMAKE_BUILD_TYPE=Release -G "MinGW Makefiles"
177177:warning : In current implementation, full path to cmake build folder ** must not contain white spaces** .
178178
179179To enable Vulkan validation layers, you will need to download [ Vulkan SDK] ( https://www.lunarg.com/vulkan-sdk/ ) and add environemt
180- variable ` VK_LAYER_PATH ` that contains path to the * Bin* directory in VulkanSDK installation folder.
180+ variable ` VK_LAYER_PATH ` that contains the path to the * Bin* directory in VulkanSDK installation folder.
181181
182182Open * DiligentEngine.sln* file in * build/Win64* folder, select configuration and build the engine. Set the desired project
183183as startup project (by default, GLTF Viewer will be selected) and run it.
@@ -206,7 +206,7 @@ cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0 -S . -B ./b
206206You can target specific SDK version by refining CMAKE_SYSTEM_VERSION, for instance:
207207
208208```
209- cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.16299 .0 -S . -B ./build/UWP64 -G "Visual Studio 16 2019" -A x64
209+ cmake -D CMAKE_SYSTEM_NAME=WindowsStore -D CMAKE_SYSTEM_VERSION=10.0.17763 .0 -S . -B ./build/UWP64 -G "Visual Studio 16 2019" -A x64
210210```
211211
212212Set the desired project as startup project (by default, GLTF Viewer will be selected) and run it.
@@ -215,7 +215,7 @@ By default, applications will run in D3D12 mode. You can select D3D11 or D3D12 u
215215** -mode D3D11** , ** -mode D3D12** .
216216
217217Note: it is possible to generate solution that targets Windows 8.1 by defining CMAKE_SYSTEM_VERSION=8.1 cmake variable, but it will fail
218- to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++11 support.
218+ to build as it will use Visual Studio 2013 (v120) toolset that lacks proper c++14 support.
219219
220220
221221<a name =" build_and_run_linux " ></a >
@@ -286,7 +286,7 @@ To verify that your environment is properly set up, try building the
286286Known issues:
287287
288288* If native build does not find python executable, add ` PYTHON_EXECUTABLE ` variable to [ CMake arguments in NativeApp's
289- build.gradle file] ( https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L12 ) :
289+ build.gradle file] ( https://github.com/DiligentGraphics/DiligentTools/blob/master/NativeApp/Android/build.gradle#L16 ) :
290290 ` -DPYTHON_EXECUTABLE=/Path/To/Your/Python36/python.exe `
291291* If native build messes up shader_list.h file, go to git and undo the changes.
292292
@@ -354,7 +354,7 @@ Run the command below from the engine's root folder to generate Xcode project co
354354cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -G "Xcode"
355355```
356356
357- If needed, you can provide iOS deployment target as well as other parameters, e.g.:
357+ If needed, you can provide iOS deployment target (11.0 or later is required) as well as other parameters, e.g.:
358358
359359``` cmake
360360cmake -S . -B ./build/iOS -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 -G "Xcode"
@@ -386,7 +386,7 @@ Last tested LunarG SDK version: 1.2.176.1.
386386<a name =" build_and_run_integration " ></a >
387387## Integrating Diligent Engine with Existing Build System
388388
389- Diligent has modular structure, so for your project you can only use these
389+ Diligent has modular structure, so for your project you can only use those
390390submodules that implement the required functionality.
391391The diagram below shows the dependencies between modules.
392392
@@ -478,7 +478,7 @@ as all third-party libraries used by the engine. Besides that, you will also nee
478478For example, for Windows platform, the list of libraries your project will need to link against may look like this:
479479
480480```
481- DiligentCore.lib glslang.lib HLSL.lib OGLCompiler.lib OSDependent.lib spirv-cross-core.lib SPIRV.lib SPIRV-Tools-opt.lib SPIRV-Tools.lib glew-static.lib GenericCodeGen.lib MachineIndependent.lib vulkan-1.lib dxgi.lib d3d11.lib d3d12.lib d3dcompiler.lib opengl32.lib
481+ DiligentCore.lib glslang.lib HLSL.lib OGLCompiler.lib OSDependent.lib spirv-cross-core.lib SPIRV.lib SPIRV-Tools-opt.lib SPIRV-Tools.lib glew-static.lib GenericCodeGen.lib MachineIndependent.lib dxgi.lib d3d11.lib d3d12.lib d3dcompiler.lib opengl32.lib
482482```
483483
484484Vulkan libraries can be found in [ DiligentCore/ThirdParty/vulkan/libs] ( https://github.com/DiligentGraphics/DiligentCore/tree/master/ThirdParty/vulkan/libs ) directory.
@@ -522,8 +522,7 @@ CMake option. Note that any pull request will fail if formatting issues are foun
522522Diligent Engine uses extensive validation that is always enabled in Debug build. Some of the checks may be
523523enabled in release configurations by setting ` DILIGENT_DEVELOPMENT ` CMake option.
524524
525- To enable PIX events support, download [ WinPixEventRuntime] ( https://devblogs.microsoft.com/pix/winpixeventruntime/ )
526- and set ` DILIGENT_PIX_EVENT_RUNTIME_PATH ` CMake variable to the root folder of the package.
525+ To enable PIX events support, set ` DILIGENT_LOAD_PIX_EVENT_RUNTIME ` CMake flag.
527526
528527<a name =" build_and_run_customizing " ></a >
529528## Customizing Build
0 commit comments