Welcome to version 2.7.2 of the GLFW OpenGL framework. GLFW is a free, open source, portable framework for OpenGL application development. In short, it is a library that provides a powerful API for handling operating system specific tasks, such as opening an OpenGL window, reading keyboard, mouse, joystick and time input, creating threads, and more.
GLFW 2.7 is expected to be the last major release of the 2.x series, with most development now being done on what will become version 3.0.
This release brings support for OpenGL 3.2 on OS X Lion and adds a number of bug fixes for minor issues in 2.7.1.
Please note that this is the Windows binary only distribution of GLFW. It contains static, dynamic and link libraries built with and using the runtimes of a number of common Windows compilers. More specifically, it contains files for the following compilers:
For the full source distribition, go to the project website or to the project page on SF.net.
There are two aspects to using GLFW:
The first point is covered in the GLFW Users Guide and the GLFW Reference Manual, and we suggest that you read at least the Users Guide, since it's a good introduction to the GLFW API.
Designing and compiling programs that use GLFW is not very difficult. A few rules for successfully designing GLFW-based programs are presented in the following sections.
In the files of your program where you use OpenGL or GLFW, you should
include the GL/glfw.h
header file, i.e.:
#include <GL/glfw.h>
This defines all the constants, types and function prototypes of the GLFW
API. It also includes the gl.h
and GL/glu.h header
files, and - this is very important - it defines all the necessary
constants and types that are necessary for the OpenGL headers to work on
different platforms.
For example, under Microsoft Windows you are normally required to include
windows.h
before you include GL/gl.h
. This would
however make your code dependent on the Windows platform, or at least require
your program to check which platform it is being compiled on.
The GLFW header file takes care of this for you, not by including
windows.h
, but rather by itself duplicating the necessary parts of
it. This way, the namespace won't be cluttered by the entire Windows API.
In other words:
GL/gl.h
or GL/glu.h
yourself, as GLFW does this for youwindows.h
unless you actually need
direct access to the Windows APIwindows.h
, do it
before including GL/glfw.h
and the GLFW header will
detect this.
Also note that if you are using an OpenGL extension loading library such as
GLEW, you should include the GLEW
header before the GLFW one. The GLEW header defines macros that
disable any gl.h
that the GLFW header includes and GLEW will work
as expected.
If you link with the static version of GLFW, it is also necessary to link with some system libraries that GLFW uses.
When linking a program under Windows that uses the static version of GLFW,
you must also link with the following libraries: opengl32
,
user32
and kernel32
. Some of these libraries may be
linked with by default by your compiler. In the table below you can see the
minimum required link options for each supported Windows compiler (you may want
to add other libraries as well, such as glu32
):
Compiler | Link options |
Borland C++ Builder | glfw.lib opengl32.lib |
Cygwin | See Unix static library below |
LCC-Win32 | glfw.lib opengl32.lib |
Microsoft Visual C++ | glfw.lib opengl32.lib user32.lib |
MinGW32 | -lglfw -lopengl32 |
OpenWatcom | glfw.lib opengl32.lib user32.lib |
To compile a program that uses the DLL version of GLFW, you need to
define the GLFW_DLL
constant. This can either be done with a
compiler switch, typically by adding -DGLFW_DLL
to the list of
compiler options. You can also do it by adding the following line to all your
source files before including the GLFW header file:
#define GLFW_DLL
When linking a program under Windows that uses the DLL version of GLFW,
the only library you need to link with for GLFW to work is glfwdll
.
In the table below you can see the minimum required link options for each
supported Windows compiler (you may want to add other libraries as well,
such as opengl32
and glu32
):
Compiler | Link options |
Borland C++ Builder | glfwdll.lib |
Cygwin | -lglfwdll |
LCC-Win32 | glfwdll.lib |
Microsoft Visual C++ | glfwdll.lib |
MinGW32 | -lglfwdll |
OpenWatcom | glfwdll.lib |
CFLAGS
overridableglfwGetProcAddress
failHere is an overview of the directory structure of the GLFW distribution:
docs | GLFW manuals in PDF format |
include | |
GL | The GLFW C/C++ include file |
lib-mingw | Binaries for MinGW |
lib-msvc90 | |
debug | Binaries for Visual C++ 2008 debug configuration |
release | Binaries for Visual C++ 2008 release configuration |
lib-msvc100 | |
debug | Binaries for Visual C++ 2010 debug configuration |
release | Binaries for Visual C++ 2010 release configuration |
The official website for GLFW is glfw.org. It contains the latest version of GLFW, news and other information that is useful for OpenGL development.
If you have questions related to the use of GLFW, we have a
user's web forum,
and a
user's mailing list
on SF.net, and the registered IRC channel #glfw
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 one of the GLFW trackers on SF.net.
Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have a developer's mailing list, or you could join us on#glfw
.
GLFW exists because people around the world donated their time and lent their skills. Special thanks go out to:
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