6.1 KiB
GLFW
Introduction
GLFW is a free, Open Source, portable library for OpenGL and OpenGL ES application development. It provides a simple, platform-independent API for creating windows and contexts, reading input, handling events, etc.
Version 3.0.2 is not yet described. As this is a patch release, there are no API changes.
If you are new to GLFW, you may find the introductory tutorial for GLFW 3 useful. If you have used GLFW 2 in the past, there is a transition guide for moving to the GLFW 3 API.
Compiling GLFW
To compile GLFW and the accompanying example programs, you will need the CMake build system.
Dependencies
X11 dependencies
To compile GLFW for X11 and GLX, you need to have the X and OpenGL header
packages installed. For example, on Ubuntu and other distributions based on
Debian GNU/Linux, you need to install the xorg-dev
and libglu1-mesa-dev
packages. Note that using header files from Mesa will not tie your binary to
the Mesa implementation of OpenGL.
CMake options
There are a number of CMake build options for GLFW, although not all are
available on all supported platforms. Some of these are de facto standards
among CMake users and so have no GLFW_
prefix.
Shared options
BUILD_SHARED_LIBS
determines whether GLFW is built as a static
library or as a DLL / shared library / dynamic library.
LIB_SUFFIX
affects where the GLFW shared /dynamic library is
installed. If it is empty, it is installed to $PREFIX/lib
. If it is set to
64
, it is installed to $PREFIX/lib64
.
GLFW_BUILD_EXAMPLES
determines whether the GLFW examples are built
along with the library.
GLFW_BUILD_TESTS
determines whether the GLFW test programs are
built along with the library.
Mac OS X specific options
GLFW_USE_CHDIR
determines whether glfwInit
changes the current
directory of bundled applications to the Contents/Resources
directory.
GLFW_USE_MENUBAR
determines whether the first call to
glfwCreateWindow
sets up a minimal menu bar.
GLFW_BUILD_UNIVERSAL
determines whether to build Universal Binaries.
Windows specific options
USE_MSVC_RUNTIME_LIBRARY_DLL
determines whether to use the DLL version or the
static library version of the Visual C++ runtime library.
EGL specific options
GLFW_USE_EGL
determines whether to use EGL instead of the platform-specific
context creation API. Note that EGL is not yet provided on all supported
platforms.
GLFW_CLIENT_LIBRARY
determines which client API library to use. If set to
opengl
the OpenGL library is used, if set to glesv1
for the OpenGL ES 1.x
library is used, or if set to glesv2
the OpenGL ES 2.0 library is used. The
selected library and its header files must be present on the system for this to
work.
Installing GLFW
A rudimentary installation target is provided for all supported platforms via CMake.
Using GLFW
See the GLFW 3.0 documentation.
Changelog
- Bugfix: The
-Wall
flag was not used with Clang and other GCC compatibles - Bugfix: The default for
GLFW_ALPHA_BITS
was set to zero - [Win32] Bugfix: The clipboard string was not freed on terminate
- [Win32] Bugfix: Entry points for OpenGL 1.0 and 1.1 functions were not
returned by
glfwGetProcAddress
- [Win32] Bugfix: The user32 and dwmapi module handles were not freed on library termination
- [Cocoa] Bugfix: The clipboard string was not freed on terminate
- [Cocoa] Bugfix: Selectors were used that are not declared by the 10.6 SDK
- [X11] Bugfix: Override-redirect windows were resized to the desired instead of the actual resolution of the selected video mode
- [X11] Bugfix: Screensaver override for full screen windows had a possible race condition
Contact
The official website for GLFW is glfw.org. There you can find the latest version of GLFW, as well as news, documentation and other information about the project.
If you have questions related to the use of GLFW, we have a
support forum, and the IRC
channel #glfw
on Freenode.
If you have a bug to report, a patch to submit or a feature you'd like to request, please file it in the issue tracker on GitHub.
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, we have an occasionally active
developer's mailing list,
or you could join us on #glfw
.
Acknowledgements
GLFW exists because people around the world donated their time and lent their skills.
- Bobyshev Alexander
- artblanc
- Matt Arsenault
- Keith Bauer
- John Bartholomew
- Niklas Behrens
- Niklas Bergström
- blanco
- Lambert Clara
- Noel Cower
- Jarrod Davis
- Olivier Delannoy
- Paul R. Deppe
- Jonathan Dummer
- Ralph Eastwood
- Gerald Franz
- GeO4d
- Marcus Geelnard
- Stefan Gustavson
- Sylvain Hellegouarch
- heromyth
- Paul Holden
- Toni Jovanoski
- Osman Keskin
- Cameron King
- Peter Knut
- Robin Leffmann
- Glenn Lewis
- Shane Liesegang
- Дмитри Малышев
- Martins Mozeiko
- Tristam MacDonald
- Hans Mackowiak
- Kyle McDonald
- David Medlock
- Jonathan Mercier
- Marcel Metz
- Kenneth Miller
- Bruce Mitchener
- Jeff Molofee
- Jon Morton
- Julian Møller
- Ozzy
- Peoro
- Braden Pellett
- Arturo J. Pérez
- Jorge Rodriguez
- Ed Ropple
- Riku Salminen
- Sebastian Schuberth
- Matt Sealey
- SephiRok
- Steve Sexton
- Dmitri Shuralyov
- Daniel Skorupski
- Bradley Smith
- Julian Squires
- Johannes Stein
- Justin Stoecker
- Nathan Sweet
- TTK-Bandit
- Sergey Tikhomirov
- Samuli Tuomola
- Jari Vetoniemi
- Simon Voordouw
- Torsten Walluhn
- Jay Weisskopf
- Frank Wille
- yuriks
- Santi Zupancic
- Lasse Öörni
- All the unmentioned and anonymous contributors in the GLFW community, for bug reports, patches, feedback, testing and encouragement