GLFW
glad
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GLFW | glad | |
---|---|---|
70 | 39 | |
10,668 | 3,037 | |
1.3% | - | |
8.3 | 0.0 | |
about 1 month ago | 2 months ago | |
C | C | |
zlib 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.
GLFW
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OpenGL (GLFW and GLAD) not linking with cmake
There is a pattern to it which is usable with every GitHub repository. For example, GLFW v3.3.8 can be fetched from: https://github.com/glfw/glfw/archive/refs/tags/3.3.8.tar.gz
What exactly would I fetch with this method? He's fetching a raylib url, but I don't really see a pattern in it I can follow when fetching glfw. I assume I can use this repository? https://github.com/glfw/glfw
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Curseforge Minecraft running on M2?
I'm not sure how to fix it, sorry. I searched for some of the messages and found this bug: . I think overriding the LWJGL library might fix the issue, but I don't see any way to do that with the CurseForge launcher.
- GLFW has merged proper support for client-side window decorations on Wayland!
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Newbie questions about how to start
To go multiplatform with OpenGL / Vulkan (harder for a beginner) you can use a simple window library like GLFW and Dear ImGui for UI. I use these for Avoyd, along with a few other libraries.
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CMake can't find GLEW
cmake_minimum_required(VERSION 3.16) project(P1_PR) add_executable(P1_PR src/main.cpp ) find_package(GLFW QUIET) if(NOT GLFW_FOUND) message(STATUS "GLFW not found, fetching from GitHub...") include(FetchContent) FETCHCONTENT_DECLARE( GLFW GIT_REPOSITORY https://github.com/glfw/glfw/ GIT_TAG 3.3.8 ) FetchContent_GetProperties(GLFW) if (NOT GLFW_POPULATED) set(FETCHCONTENT_QUIET NO) FetchContent_Populate(GLFW) set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) set(BUILD_GAMES OFF CACHE BOOL "" FORCE) add_subdirectory(${glfw_SOURCE_DIR} ${glfw_BINARY_DIR}) endif() endif() find_package(GLEW QUIET) if(NOT GLEW_FOUND) message(STATUS "GLEW not found, fetching from GitHub...") include(FetchContent) FETCHCONTENT_DECLARE( GLEW GIT_REPOSITORY https://github.com/Perlmint/glew-cmake GIT_TAG glew-cmake-2.2.0 ) FetchContent_GetProperties(GLEW) if (NOT GLEW_POPULATED) set(FETCHCONTENT_QUIET NO) FetchContent_Populate(GLEW) set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) set(BUILD_GAMES OFF CACHE BOOL "" FORCE) add_subdirectory(${glew_SOURCE_DIR} ${glew_BINARY_DIR}) endif() endif() target_include_directories(${PROJECT_NAME} PRIVATE ${GLFW_SOURCE_DIR} PRIVATE ${GLEW_SOURCE_DIR} ) target_link_libraries(${PROJECT_NAME} glfw glew32 opengl32 gdi32 glm ) target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_20)
- ayuda OpengL
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Cursor scaling on Wayland is not there yet
I recently started following the Learn OpenGL tutorial and noticed that when I create a window with GLFW in the Wayland GNOME session the cursor becomes much larger when hovering over the window. This is because a Wayland client is expected to define its own pointer (cursor) and that seems to lead to inconsistencies between implementations. I do not have a problem with CSD being default on Wayland (I even prefer it when done really well, like Telegram Desktop, or any GTK app with GtkHeaderBar) but the cursor switching scale while moving it over surfaces (windows) is much more jarring.
- Ayuda con OpenGL
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I have trouble creating window In Ubuntu
I recall an issue specific to Wayland where windows only appear after the first command buffer is submitted. https://github.com/glfw/glfw/issues/1398
glad
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Modern OpenGL loading library solution
Just link to GLAD if you're going to link to it! https://github.com/Dav1dde/glad
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I (Putnam) put an up-to-date version of the graphics portion of Dwarf Fortress on Github, including the upcoming SDL2 version on a branch
glew is a GL extension/loading library, OP didn't write glew, personally I use GLAD (https://glad.dav1d.de/) in my projects, which is pretty much the same thing but auto-generated for you based on your project requirements.
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Is setting up C+OpenGL with VSC really that hard?
Just use a library like glad which loads everything at runtime under the hood (even system OpenGL runtime, no need to link anything). For a quick start, there is a website to generate headers and a single glad.c to put in your project: https://glad.dav1d.de/
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CGL (C Graphics Library) is a opengl based highlevel library for recreational coding / demo scenes / prototyping / small games / experimentation
I installed glfw3 through vcpkg on Windows and used the GLAD generator at https://glad.dav1d.de/ to generate a loader for OGL 4.6. The tile renderer example builds, but it just displays a black window without drawing anything.
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I love C! What are some areas that C is used for the most?
This is a personal thing, but I write all my code starting off using OpenGL with GLFW as my main library and GLAD as my plugin loader.
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should i learn glium?
Coming from C++ you may have heard of glad before, the glad2 branch also supports generating OpenGL bindings for Rust.
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Moving from P5.js for better performance
Going parallel on the GPU is where you see these massive performance increases. OpenGL's GLSL shader pipeline is great for that, but if you decide to build up your own OpenGL back-end from scratch it's a steep learning curve. It's really well documented though. I would recommend SDL2 + GLAD for window management, context creation, and extension wrangling.
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Is OpenGL even the way to go for WPF desktop apps?
Even in C++, you have to generate the right OpenGL headers for the GL version you want to use. I use GLAD, but sadly I don't see an option to use it for C# bindings. There isn't really any magic involved, though; OpenGL publishes machine-readable lists of C functions and symbols so just about any software can access the full power of OpenGL using those (assuming their video drivers are up to snuff). There is also a small bit of code needed to create the GL context but it's pretty simple.
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OGL - A Great Cross Platform OpenGL Base Library With Almost Everything OpenGL You might Ever need
glad
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Either Vcpkg or CMake is not working
Hey there. I'm learning opengl and using cmake too. I just got my build with a few of the same libraries working a week ago and maybe I can help. I wouldn't worry about using vcpkg with glad. It's just a simple header and source file combo and can be copied to your source/include directories. It's much better if you generate your own on their website, because you can specify what versions of opengl you need. The generator is satisfyingly simple to use, just select what version of opengl your target is and include the extensions you want. I've just been including everything until I more know what I need. [Link]
What are some alternatives?
SDL - Simple Directmedia Layer
bgfx - Cross-platform, graphics API agnostic, "Bring Your Own Engine/Framework" style rendering library.
glew - The OpenGL Extension Wrangler Library
Skia - Skia is a complete 2D graphic library for drawing Text, Geometries, and Images.
glew-cmake - GLEW(https://github.com/nigels-com/glew, source updated nightly) with Cmake and pre-generated sources
OpenSceneGraph - OpenSceneGraph git repository
opengl-imgui-cmake-template - 👾 template repo for getting started with opengl together with imgui using cmake
Ogre 3D - scene-oriented, flexible 3D engine (C++, Python, C#, Java)
Open-Source Vulkan C++ API - Open-Source Vulkan C++ API
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
gl4es - GL4ES is a OpenGL 2.1/1.5 to GL ES 2.0/1.1 translation library, with support for Pandora, ODroid, OrangePI, CHIP, Raspberry PI, Android, Emscripten and AmigaOS4.
volk - Meta loader for Vulkan API