diff --git a/README.md b/README.md index aa6d061e29..4cd258e9f1 100644 --- a/README.md +++ b/README.md @@ -21,12 +21,12 @@ ### Highlight Features * **More clearly third-party libs ['Upstream-Version-License'](external/README.md) for easy to publish your commercial apps based on engine-x** * Refactor AudioEngine, OpenAL for all platforms - * [openal-soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it + * [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it * [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```BUILD_EXT_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available. * Refactor UserDefault with [mio](https://github.com/mandreyel/mio) * Modularize all optional extension, move from engine core to folder extensions * Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM, ... -* Use modern GL loader ```glad``` (instead of glew) +* Use modern GL loader ```Glad``` * Google [angle](https://github.com/google/angle) renderer backend support * C++ 14 standard * IOS SDK 9.0 as minimal deployment @@ -96,7 +96,7 @@ Open [Wiki](https://github.com/c4games/engine-x/wiki) for additional information * ThreadLocalStorage (TLS) - ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries - ios x64 or devices (armv7, arm64) ios sdk>=9.0 - - the openal-soft maintained by kcat use TLS + - the 'OpenAL Soft' maintained by kcat use TLS ### Reference links * Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x