glfm | OpenGL ES and input for iOS , tvOS , Android , and WebGL | Graphics library

 by   brackeen C Version: 0.9.0 License: Zlib

kandi X-RAY | glfm Summary

kandi X-RAY | glfm Summary

glfm is a C library typically used in User Interface, Graphics, WebGL applications. glfm has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

Write OpenGL ES code in C/C++ without writing platform-specific code. GLFM is an OpenGL ES layer for mobile devices and the web. GLFM supplies an OpenGL ES context and input events. It is largely inspired by GLFW. GLFM is written in C and runs on iOS 9, tvOS 9, Android 4.1 (API 16), and WebGL 1.0 (via Emscripten). Additionally, GLFM provides Metal support on iOS and tvOS.
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            kandi-support Support

              glfm has a low active ecosystem.
              It has 492 star(s) with 68 fork(s). There are 41 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 11 open issues and 25 have been closed. On average issues are closed in 90 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glfm is 0.9.0

            kandi-Quality Quality

              glfm has 0 bugs and 0 code smells.

            kandi-Security Security

              glfm has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              glfm code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              glfm is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glfm releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.

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            glfm Key Features

            No Key Features are available at this moment for glfm.

            glfm Examples and Code Snippets

            No Code Snippets are available at this moment for glfm.

            Community Discussions

            QUESTION

            OpenGL Shadow Map Mobile Version Doesn't work
            Asked 2019-Nov-29 at 08:47
            Summary

            I have a problem porting my OpenGL 3.3 ("desktop") based game engine to OpenGL ES 3.2 ("mobile"). While everything works perfectly on the desktop, on mobile everything works but shadow maps.

            My question is very simple: can someone spot a problem in the code I shared, or point me in the right derection?

            Context
            • All my engine code is written in C
            • Apart from the application layer (I use glfw on desktop and glfm on mobile) the code base is identical: the exact same code is compiled for desktop and for mobile.
            • The shaders - apart from injected headers like #version and precision defaults - are also identical across platforms
            • The shadow map system in my engine is based on the tutorial found here: https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
            • I am using an NVIDIA GTX 1080 for desktop for development, have tested with other NVIDIA PC's as well
            • I am using a brand new ASUS ROG II Phone and an old LG G5 for testing, both run Android 9, both support OpenGL ES 3.2 according to the CPU-Z app, and both show the exact same flawed results.
            Screenshots

            My very simple light test level is rendered correctly on desktop. There is a yellow (invisible) light to the right of the column in the middle, so the shadow should be cast to the left as shown in the following desktop screenshot:

            But it's very wrong on mobile:

            As you can see the shadow on mobile is "just wrong". It's supposed to be on the left like on the desktop, but in stead it goes in the wrong direction, and looks "chopped off".

            My own thoughts and actions
            • I've taken great care to make sure that all my calls are available on OpenGL ES 3.2 just like they are on OpenGL 3.3 Core
            • I've taken great care making sure that there are no problems with the OpenGL calls: I am using glDebugMessageCallback and there are no errors being reported at any time
            • Since it "just works" on desktop, I feel like the math behind it isn't wrong
            • My engine support caching of shadow maps for far away light as a performance optimization, but disabling this had no effect, so it's not causing the problem.
            (Hopefully) relevant code Shadow map setup in C

            The code that creates the CUBE MAP textures to hold the shadows:

            ...

            ANSWER

            Answered 2019-Nov-29 at 08:47

            I found the answer, and (to me) it is baffling, but I found out it is according to specs. I made it work instantly after I changed my geometry shader from this:

            Source https://stackoverflow.com/questions/59090503

            QUESTION

            Issues compiling GLFM with Emscripten and CMake on Windows
            Asked 2018-Apr-28 at 23:13

            I am trying to compile GLFM using emscripten and cmake. I followed the instructions on the GitHub page to do so, and the cmake command to generate all of the project files works without a hitch (other than some deprecation warnings), but when I enter the line cmake --build . I get errors.

            Here is the entire output:

            ...

            ANSWER

            Answered 2018-Apr-28 at 23:13

            The solution to this problem is as follows:

            Don't use windows.

            I used Ubuntu and everything went excellently aside from installing a modern version cmake. After searching for a while the method for doing that which worked for me can be found here: https://peshmerge.io/how-to-install-cmake-3-11-0-on-ubuntu-16-04/

            Source https://stackoverflow.com/questions/50070612

            QUESTION

            [React-Native][Jest]SyntaxError: Unexpected token import
            Asked 2017-Aug-02 at 07:00

            It seems babel transform works in my testcase code, but es6 syntax in node_modules does not.

            Error

            environment

            npm 4.5

            MacOS Sierra

            jest config ...

            ANSWER

            Answered 2017-Aug-02 at 07:00

            I figured it out. By default jest doesn't transform ES6 js code from node_modules. In my case, the package react-navigation module need to be translated. So I added transformIgnorePatterns to my jest configuration and everything worked:

            Source https://stackoverflow.com/questions/43514455

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install glfm

            Switch to the glfm_example target and run on the simulator or a device.
            Tested with Emscripten 2.0.8.
            There is no CMake generator for Android Studio projects, but you can include CMakeLists.txt in a new or existing project.
            Select "Start a new Android Studio project".
            Select "No Activity".
            In "Save location", enter [path/to/glfm]/build/android and press "Finish".
            In AndroidManifest.xml, add the main <activity> like so:
            In app/build.gradle, add the externalNativeBuild and sourceSets.main sections like so:
            Press "Sync Now" and "Run 'app'"

            Support

            What IDE should I use? Why is there no desktop implementation? Use Xcode or Android Studio. For desktop, use GLFW with the IDE of your choice. If you prefer not using the mobile simulators for everyday development, a good solution is to use GLFW instead, and then later port your app to GLFM. Not all OpenGL calls will port to OpenGL ES perfectly, but for maximum OpenGL portability, use OpenGL 3.2 Core Profile on desktop and OpenGL ES 2.0 on mobile. Moving forward, GLFM APIs will look more like GLFW's, so porting will get easier as GLFM development continues. Otherwise, it wouldn't work on iOS. To initialize the Objective-C environment, the main() function must create an autorelease pool and call the UIApplicationMain() function, which never returns. On iOS, GLFM doesn't call glfmMain() until after the UIApplicationDelegate and UIViewController are initialized. Otherwise, it wouldn't work on iOS (see above) or on HTML5, which is event-driven.
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          • HTTPS

            https://github.com/brackeen/glfm.git

          • CLI

            gh repo clone brackeen/glfm

          • sshUrl

            git@github.com:brackeen/glfm.git

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