#glfw — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #glfw, aggregated by home.social.
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OpenGL в PHP не привлекая внимания санитаров: OpenGL Расширения
В предыдущей статье мы подключали OpenGL. Но подключали его без уважения… Давайте сделаем это как надо! А ещё признаем неприятный факт: мы тратим непозволительно много времени на бойлерплейт. Подключаем функции, прописываем константы, копируем typedef’ы и в целом занимаемся тем, что хочется автоматизировать уже на второй минуте. Давайте разбираться, как с этим жить.
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OpenGL в PHP не привлекая внимания санитаров: Привет, OpenGL
В предыдущей статье мы открыли окно. Теперь давайте его не просто игнорировать. Как на счёт вкорячить в него поддержку OpenGL?
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OpenGL в PHP не привлекая внимания санитаров: Hello Window
Это ведь когда-то должно было произойти... В мире уже есть примерно бесконечное количество туториалов формата "OpenGL Tutorial" (( раз , двас )). Возникает логичный вопрос: Зачем ещё один? Ответ: Чтобы наконец перевести их! Так что я просто их решил перевести с С/С++ на PHP. А вы что подумали? Я с английского их переводить собрался?
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Wayland's "you can only swap when we say" strikes again (on some compositors):
https://github.com/glfw/glfw/issues/2800We will probably have to code a workaround. The workaround will not be what the Wayland compositors want this to achieve, but will instead waste more system resources as well as peoples time.
I would be *extremely* pro this option if it was opt-in to only swap if visible.
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Spent some time today looking at another Wayland event issue in GLFW I can't replicate:
https://github.com/glfw/glfw/issues/2793Do note that the linked code in that issue is *really* rough.
It appears that an event is being read from the file descriptor to a queue but not dispatched to the event handlers. This appears not to be in GLFW code, but potentially driver code for eglSwapBuffers.
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Draft PR for GLFW:
glfwWaitEvents (and glfwWaitEventsTimeout) which only return if GLFW events are encountered (or timeout).
This resolves issues with these functions returning early when they shouldn't. I use these to implement Avoyd's power saving for example.
Since my Mac died I've not yet implemented the Cocoa backend, but will likely rent some remote desktop time at some point to add this. Cross platform open source can get expensive!
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:mac: 🤘🏻🔻
#Metal :metal: + #glfw with #cpp code only.
Had to avoid #objc because my custom build system can't deal with that yet (and I didn't feel like changing that).What a pain to get it to compile.
BUT
It's using the exact same shader as my #Vulkan :vulkan: #HelloTriangle thanks to #Slang ❤️
AND
```
$ wc -l src/main.cpp src/shaders/hello_triangle.slang
134 src/main.cpp
40 src/shaders/hello_triangle.slang
164 total
``` -
:mac: 🤘🏻🔻
#Metal :metal: + #glfw with #cpp code only.
Had to avoid #objc because my custom build system can't deal with that yet (and I didn't feel like changing that).What a pain to get it to compile.
BUT
It's using the exact same shader as my #Vulkan :vulkan: #HelloTriangle thanks to #Slang ❤️
AND
```
$ wc -l src/main.cpp src/shaders/hello_triangle.slang
134 src/main.cpp
40 src/shaders/hello_triangle.slang
164 total
``` -
If anyone is using GLFW on Windows with raw mouse motion you might want to test a PR branch we're considering merging. It adds buffered raw mouse reading, which can lower the event loop timing considerably when used with high poll rate mice:
https://github.com/dougbinks/glfw/tree/pr-2750-win32-buf-raw-m
I'd like to get a bit more testing on this before I merge, any help appreciated. Original PR: https://github.com/glfw/glfw/pull/2750#issuecomment-3464783371
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I recently had time to update the old demo for Runtime Compiled C++, moving it from GLFW2 to GLFW3 along with fixing some warnings:
https://github.com/RuntimeCompiledCPlusPlus/RuntimeCompiledCPlusPlusI also updated our newer demos:
RCC++ with GLFW and Dear ImGui:
https://github.com/enkisoftware/RCCpp-DearImGui-GLFW-exampleand RCC++ with DX11 and Dear ImGui:
https://github.com/dougbinks/RCCpp_DX11_Example -
I recently made a mistake in which I accidentally pushed a tag from a repository fork of GLFW used in a PR I was investigating.
The GLFW tag 3.5.0 has since been deleted, but in the meantime it looks like some distros have pulled the update. We are working to correct that.
For more information see the issue: https://github.com/glfw/glfw/issues/2758
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That's interesting. A window using assembly with GLFW :)
I'm surprised how few lines it needs to do that. Fit on one screen.
Binary is 1546 bytes
I'm back to my bare-metal OS for now but... I will do some tests and perhaps port my (waiting for finishing) game to 64bit and modern systems :) Would be a perfect learning opportunity for 64bit assembly!
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Released emscripten-glfw 3.4.0.20250209:
* Added support for touch (mobile)
* Added support for wasm64 (-sMEMORY64 Emscripten option) -
Released emscripten-glfw 3.4.0.20250209:
* Added support for touch (mobile)
* Added support for wasm64 (-sMEMORY64 Emscripten option) -
Released emscripten-glfw 3.4.0.20250209:
* Added support for touch (mobile)
* Added support for wasm64 (-sMEMORY64 Emscripten option) -
Implemented custom cursors (glfwCreateCursor) in emscripten-glfw v3.4.0.20241004 https://github.com/pongasoft/emscripten-glfw
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I published a blog post introducing emscripten-glfw, my Emscripten implementation of GLFW:
https://www.pongasoft.com/blog/yan/webassembly/2024/09/12/Introducing-emscripten-glfw
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I released emscripten-glfw v3.4.0.20240804 which contains a couple of bug fixes
https://github.com/pongasoft/emscripten-glfw/releases/tag/v3.4.0.20240804
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I know it is silly to be excited about a scrollbar, but my latest emscripten-glfw release actually fixes the "scrollbar stops to work when outside the browser" issue :) https://github.com/pongasoft/emscripten-glfw
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Happy to announce the release of WebGPU Shader Toy.
You can try it in your browser: https://pongasoft.github.io/webgpu-shader-toy/
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Decided to do the learn OpenGL tutorial in Common Lisp and was kind of set back by the GLFW bindings there are. GLFW is just something I am more familiar with so I chose GLFW despite SDL bindings being better supported in Common Lisp.
There were 2 GLFW bindings and one of them, the more recent one, crashed with the
glfwMakeCurrentContextcall and shut down the REPL🙄Many of the OpenGL tutorials that exist for common lisp also use the deprecated fixed pipeline.
Anyways, it took longer than I intended for a triangle, but here it is!
https://gist.github.com/somecho/7d19aa122b6875e2d742dd11b7fabfce
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Is this AI generated, or someone thinks middleware aimed for game development is the same as a game engine?
Regardless, can someone help me in finding some kind of #opensource middleware similar to #raylib, #sdl, #sfml, and #glfw? I can't find anything else, especially thanks to #seo and/or people not understanding the difference between engine and middleware. All I need is a fixed buffer audio stream (worst case scenario, I'll use my own that I started writing for my own middleware I can't finish due to lack of time), input handling, and creating an OpenGL window. I don't have enough time to tinker with my own middleware and/or directly hooking into the OS (thanks to SEO, a lot of the search results are also garbage for stuff like rawinput).
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My WebGPU Shader toy is progressing quite nicely...
* Load external shaders
* Drag and drop
* Show Inputs value live
* Show errors
* Store current window sizes (local storage) -
A much better screenshot with a much better font for Hi Res rendering... #wgpu #shader #glfw #emscripten #cpp
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Very early prototype of my attempt at building something like a shader toy for WebGPU in the browser.
Technologies used:
* emscripten (c++) for the compiler
* contrib.glfw3 for the GLFW implementation (multi / resizable windows)
* ImGui in one window
* Straight WebGPU / Fragment shader in another (using webgpu_cpp.h) -
It turns out I *can* in fact brain hard enough!
Considering I started this task at 10:48 and finished around six after midnight, I'm starting to smell a pattern here. Something something best work at night?
I took screenshots of the process too in case anyone's interested.
#ProjectSpecialK #programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization #renderdoc
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I... don't think I can brain hard enough to add sprite batching to this thing.
It might be a bit of work to set up and compile but if someone smarter than me could please look into adding batching to this sprite renderer, that would be *absolutely* great.
(LINK REMOVED, NO LONGER RELEVANT)
#programming #cplusplus #VisualStudio2015 #opengl #glfw #optimization
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The bug fix for the gamepad issue in my emscripten glfw port is now widely available with the latest release of emscripten 3.1.57
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example demo of external model loading in real time. Or as I like to call it: "Scene Appending"
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