PortableGL
GLM
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PortableGL | GLM | |
---|---|---|
7 | 36 | |
922 | 8,671 | |
- | 2.0% | |
9.0 | 9.0 | |
about 1 month ago | 3 days ago | |
C | C++ | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
PortableGL
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Olive.c: a simple graphics library that does not have any dependencies
Yeah PortableGL will never be completely fully featured, not even for OpenGL 3.3 since I'll definitely never do the geometry shader and probably not the transform feedback. But specifically it'll never have the earlier immediate mode stuff, or some of the big 4.0 stuff like the tessellation shaders. I have been meaning to add the DSA functions where they make sense. They'd be really simple to implement.
Actually a few days ago someone sent me a pull request adding an interesting project to my README
https://github.com/rswinkle/PortableGL/commit/e0652b4dff266d...
So now if I were to try to sum up all the OpenGL software implementations I can think of,
TinyGL (and modern improved forks) = OpenGL 1.1-1.3 ish
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Hacker News top posts: Dec 31, 2021
PortableGL: An implementation of OpenGL 3.x-ish in clean C\ (23 comments)
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PortableGL: An implementation of OpenGL 3.x-ish in clean C
Not entirely related to the subject of OpenGL, but I really like how the author has decided to lay out this project. It's pretty hard to beat the convenience of a single header (or single header/single source) distribution for C libraries, but library development gets progressively harder as the project gets bigger as more code is added to the (usually hard to navigate) header file. Here, the author does their development with multiple files as one normally would, but when a new version is released they run the generate_gl_h[1] script that concatenates everything into a .h file for distribution. Simple yet flexible! This is also how SQLite[2] distributes its builds. It's a pattern that I'm using myself in some unreleased projects.
[1] https://github.com/rswinkle/PortableGL/blob/master/src/gener...
- Any OpenGL implementations for vector-drawing hardware?
GLM
- Release of GLM 1.0.0
- C++23: The Next C++ Standard
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What files from glm's github do I need to add to my emscripten project?
I am a greenhorn at graphics programming. I just made an app in OpenGL with C++ that I now need to change over to a browser app with WebGL. WebGL looks pretty cool but since my app does a lot of calculations I assumed I should keep the heavier calculating parts in C++ with emscripten ( which I am also just learning ). So looking at it, it just looks like glm is the only library I seriously need for my c++ code and that seems pretty cool because it is a header only app it says. But in the github there are a lot of folders and files so I am not sure which are indispensable or not. Any advice?
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What is a file with the .i.hh extension such as myfile.i.hh used for in a C++ project?
GLM does it quite well, it has core includes then a detail folder with all the inl files that get added. https://github.com/g-truc/glm
- [Opengl] Aide: compilation et installation de GLFW
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Porting to metal?
I once ported an OpenGL code base over to Metal. For me, it was essential to do as much code sharing as possible. Because I was using the GLM library in that code base and generally found that library very useful I wanted to know whether I can use GLM with Metal. I had to do some research but it turned out it works really well, see here
- Which is the best way to work with matrices and linear algebra using c++?
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Best C++ Game Framework
I would also recommend GLM
- PocketPy: A Lightweight(~5000 LOC) Python Implementation in C++17
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Learning DirectX 12 in 2023
Alongside MiniEngine, you’ll want to look into the DirectX Toolkit. This is a set of utilities by Microsoft that simplify graphics and game development. It contains libraries like DirectXMesh for parsing and optimizing meshes for DX12, or DirectXMath which handles 3D math operations like the OpenGL library glm. It also has utilities for gamepad input or sprite fonts. You can see a list of the headers here to get an idea of the features. You’ll definitely want to include this in your project if you don’t want to think about a lot of these solved problems (and don’t have to worry about cross-platform support).
What are some alternatives?
tinygl - TinyGL : a Small, Free and Fast Subset of OpenGL*
Eigen
tinyraytracer - A brief computer graphics / rendering course
DirectXMath - DirectXMath is an all inline SIMD C++ linear algebra library for use in games and graphics apps
tinyrenderer - A brief computer graphics / rendering course
linmath.h - a lean linear math library, aimed at graphics programming. Supports vec3, vec4, mat4x4 and quaternions
rusterizer - Bare-bones software renderer written in Rust
cglm - 📽 Highly Optimized 2D / 3D Graphics Math (glm) for C
RetroFPSStudio - The public repo of Retro FPS Studio (RFS), for educational reading and not for reuse. See license.
OpenBLAS - OpenBLAS is an optimized BLAS library based on GotoBLAS2 1.13 BSD version.
datoviz - ⚡ High-performance GPU interactive scientific data visualization with Vulkan
blaze