|tagger||Camilla Berglund <firstname.lastname@example.org>||Sun Aug 25 19:44:16 2013|
Tagged 3.0.2 release.
|author||Camilla Berglund <email@example.com>||Sun Aug 25 19:40:06 2013|
|committer||Camilla Berglund <firstname.lastname@example.org>||Sun Aug 25 19:40:06 2013|
Made release description match website.
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 adds support for OpenGL 4 on and precise scrolling deltas on OS X and fixes for a number of bugs that together affect all supported platforms. As this is a patch release, there are no API changes.
To compile GLFW and the accompanying example programs, you will need CMake, which will generate the project files or makefiles for your particular development environment. If you are on a Unix-like system such as Linux or FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you can simply install its CMake package. If not, you can get installers for Windows and OS X from the CMake website.
Additional dependencies are listed below.
The Microsoft Platform SDK that is installed along with Visual C++ contains all the necessary headers, link libraries and tools except for CMake.
These packages contain all the necessary headers, link libraries and tools except for CMake.
Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For example, Cygwin has the
mingw64-x86_64-gcc packages for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives like Ubuntu have the
mingw-w64 package for both.
GLFW has CMake toolchain files in the
CMake/ directory that allow for easy cross-compilation of Windows binaries. To use these files you need to add a special parameter when generating the project files or makefiles:
cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
The exact toolchain file to use depends on the prefix used by the MinGW or MinGW-w64 binaries on your system. You can usually see this in the /usr directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages have
/usr/x86_64-w64-mingw32 for the 64-bit compilers, so the correct invocation would be:
cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
For more details see the article CMake Cross Compiling on the CMake wiki.
Xcode contains all necessary tools except for CMake. The necessary headers and libraries are included in the core OS frameworks. Xcode can be downloaded from the Mac App Store.
To compile GLFW for X11, you need to have the X11 and OpenGL header packages installed, as well as the basic development tools like GCC and make. For example, on Ubuntu and other distributions based on Debian GNU/Linux, you need to install the
libglu1-mesa-dev packages. The former pulls in all X.org header packages and the latter pulls in the Mesa OpenGL and GLU packages. Note that using header files and libraries from Mesa during compilation will not tie your binaries to the Mesa implementation of OpenGL.
Once you have all necessary dependencies, it is time to generate the project files or makefiles for your development environment. CMake needs to know two paths for this: the path to the source directory and the target path for the generated files and compiled binaries. If these are the same, it is called an in-tree build, otherwise it is called an out-of-tree build.
One of several advantages of out-of-tree builds is that you can generate files and compile for different development environments using a single source tree.
To make an in-tree build, enter the root directory of the GLFW source tree and run CMake. The current directory is used as target path, while the path provided as an argument is used to find the source tree.
cd <glfw-root-dir> cmake .
To make an out-of-tree build, make another directory, enter it and run CMake with the (relative or absolute) path to the root of the source tree as an argument.
cd <glfw-root-dir> mkdir build cd build cmake ..
If you are using the GUI version, choose the root of the GLFW source tree as source location and the same directory or another, empty directory as the destination for binaries. Choose Configure, change any options you wish to, Configure again to let the changes take effect and then Generate.
The CMake files for GLFW provide a number of options, although not all are available on all supported platforms. Some of these are de facto standards among CMake users and so have no
If you are using the GUI version of CMake, these are listed and can be changed from there. If you are using the command-line version, use the
ccmake tool. Some package systems like Ubuntu and other distributions based on Debian GNU/Linux have this tool in a separate
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
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.
GLFW_USE_CHDIR determines whether
glfwInit changes the current directory of bundled applications to the
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.
USE_MSVC_RUNTIME_LIBRARY_DLL determines whether to use the DLL version or the static library version of the Visual C++ runtime library.
GLFW_USE_DWM_SWAP_INTERVAL determines whether the swap interval is set even when DWM compositing is enabled. This can lead to severe jitter and is not usually recommended.
GLFW_USE_OPTIMUS_HPG determines whether to export the
NvOptimusEnablement symbol, which forces the use of the high-performance GPU on nVidia Optimus systems.
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.
A rudimentary installation target is provided for all supported platforms via CMake.
See the GLFW documentation.
-Wallflag was not used with Clang and other GCC compatibles
GLFW_ALPHA_BITSwas set to zero
glfwInitwould segfault if monitor enumeration failed and no error callback was set
_GLFW_USE_DWM_SWAP_INTERVALfor forcing the swap interval to be set even when DWM compositing is enabled
dwmapimodule handles were not freed on library termination
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 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 exists because people around the world donated their time and lent their skills.