commit | 8e51c4a577cad8c7b9f5128d6db7a24588ea0bbc | [log] [tgz] |
---|---|---|
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | Sun Dec 08 16:14:59 2019 +0100 |
committer | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> | Sun Dec 08 18:40:19 2019 +0100 |
tree | f875926522de1223d196477c2748745d129fb1a8 | |
parent | c8233ce7d39425ac8d6e24386a8937eb6341cb42 [diff] |
Tests: Add damage tracking to MSAA This lets compositors avoid re-rendering the entire buffer when only the outside of the squares changed. If glfwGetBufferAge() returns 0 for any reason (the buffer was just created, there was an error, or the underlying API doesn’t track buffer age), we swap the entire buffer again.
GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan application development. It provides a simple, platform-independent API for creating windows, contexts and surfaces, reading input, handling events, etc.
GLFW natively supports Windows, macOS and Linux and other Unix-like systems. On Linux both X11 and Wayland is supported.
GLFW is licensed under the zlib/libpng license.
You can download the latest stable release as source or Windows binaries, or fetch the latest
branch from GitHub. Each release starting with 3.0 also has a corresponding annotated tag with source and binary archives.
The documentation is available online and is included in all source and binary archives. See the release notes for new features, caveats and deprecations in the latest release. For more details see the version history.
The master
branch is the stable integration branch and should always compile and run on all supported platforms, although details of newly added features may change until they have been included in a release. New features and many bug fixes live in other branches until they are stable enough to merge.
If you are new to GLFW, you may find the 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.
GLFW itself requires only the headers and libraries for your OS and window system. It does not need the headers for any context creation API (WGL, GLX, EGL, NSGL, OSMesa) or rendering API (OpenGL, OpenGL ES, Vulkan) to enable support for them.
GLFW supports compilation on Windows with Visual C++ 2010 and later, MinGW and MinGW-w64, on macOS with Clang and on Linux and other Unix-like systems with GCC and Clang. It will likely compile in other environments as well, but this is not regularly tested.
There are pre-compiled Windows binaries available for all supported compilers.
See the compilation guide for more information about how to compile GLFW yourself.
See the documentation for tutorials, guides and the API reference.
See the contribution guide for more information.
GLFW supports Windows XP and later and macOS 10.8 and later. Linux and other Unix-like systems running the X Window System are supported even without a desktop environment or modern extensions, although some features require a running window or clipboard manager. The OSMesa backend requires Mesa 6.3.
See the compatibility guide in the documentation for more information.
GLFW itself depends only on the headers and libraries for your window system.
The (experimental) Wayland backend also depends on the extra-cmake-modules
package, which is used to generated Wayland protocol headers.
The examples and test programs depend on a number of tiny libraries. These are located in the deps/
directory.
The documentation is generated with Doxygen if CMake can find that tool.
Bugs are reported to our issue tracker. Please check the contribution guide for information on what to include when reporting a bug.
GLFW_RESIZE_NWSE_CURSOR
, GLFW_RESIZE_NESW_CURSOR
, GLFW_RESIZE_ALL_CURSOR
and GLFW_NOT_ALLOWED_CURSOR
cursor shapes (#427)GLFW_RESIZE_EW_CURSOR
alias for GLFW_HRESIZE_CURSOR
(#427)GLFW_RESIZE_NS_CURSOR
alias for GLFW_VRESIZE_CURSOR
(#427)GLFW_POINTING_HAND_CURSOR
alias for GLFW_HAND_CURSOR
(#427)GLFW_WIN32_KEYBOARD_MENU
window hint for enabling access to the window menuGLFW_INCLUDE_VULKAN
plus VK_USE_PLATFORM_WIN32_KHR
caused symbol redefinition (#1524)GLFW_MAXIMIZED
did not move or resize the window (#1499)glfwSetWindowSize
used a bottom-left anchor point (#1553)GLFW_HAND_CURSOR
shape used the wrong image (#1432)On glfw.org 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 forum, and the #glfw
IRC channel 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, join us on the forum, GitHub or IRC.
GLFW exists because people around the world donated their time and lent their skills.