fixed readme image aignment
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@@ -107,6 +107,7 @@ widely popular Lua scripting language for faster iteration times and more flexib
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Wicked Engine is provided as a static library. This means, that when creating a new project, the developer has to link against the compiled library before using its features.
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For this, you must first compile the engine library project for the desired platform. For Windows Desktop, this is the WickedEngine_Windows project.
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Then set the following dependencies to this library in Visual Studio this way in the implementing project (paths are as if your project is inside the engine root folder):
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<img align="right" src="https://turanszkij.files.wordpress.com/2018/05/sphinit.gif"/>
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1. Open Project Properties -> Configuration Properties
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2. C/C++ -> General -> Additional Include Directories:
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@@ -116,8 +117,6 @@ Then set the following dependencies to this library in Visual Studio this way in
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4. Also be sure to compile with a non-DLL runtime library for Release builds:
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- Project settings -> C/C++ -> Code Generation -> Runtime Library -> Multi threaded
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<img align="left" src="https://turanszkij.files.wordpress.com/2018/05/sphinit.gif"/>
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When your project settings are set up, time to #include "WickedEngine.h" in your source. I recommend to include this
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in the precompiled header file. This will enable the use of all the engine features and link the necessary binaries. After this, you should already be able to build your project.
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Once the build is succesful, you can start using the engine. Here is some basic sample code, just to get an idea:
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