From ebf5a4b2f62ab3722f08a4c263e4f5ec2e16dcd5 Mon Sep 17 00:00:00 2001 From: Mischa Spiegelmock Date: Sun, 9 Jul 2017 11:39:55 -0700 Subject: [PATCH] how 2 link issue? --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 60bdbb10a..b4c6dd4bf 100644 --- a/README.md +++ b/README.md @@ -76,7 +76,7 @@ There are many other applications that make use of libprojectM that can be found *** # Todo -* Top priority has for a long time been to [port the calls from OpenGL immediate-mode (old-school) to be compatible with OpenGL ES](issues/11), using [vertex buffer objects](http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-2.1:-Buffers-and-Textures.html). There's a [branch](tree/gles) and [todo list of function calls to replace](blob/gles/glES-porting.txt). +* Top priority has for a long time been to [port the calls from OpenGL immediate-mode (old-school) to be compatible with OpenGL ES](#11), using [vertex buffer objects](http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-2.1:-Buffers-and-Textures.html). There's a [branch](tree/gles) and [todo list of function calls to replace](blob/gles/glES-porting.txt). * [macOS Sierra broke the iTunes plugin somehow](https://github.com/projectM-visualizer/projectm/issues/7) * Build a [libSDL2-based app](https://github.com/projectM-visualizer/projectm/tree/master/src/projectM-sdl) that can use audio from any input device and visualize it. Maybe using [portaudio](http://www.portaudio.com/) or the super new [audio capture support](https://wiki.libsdl.org/SDL_OpenAudioDevice) in libSDL 2.0.5. * Currently shader support is done via nVidia's Cg shader toolkit. This is ancient and no longer supported and very lame. Use standard OpenGL facilities for compiling and executing the shader-based presets.