glfw | Go bindings for GLFW | Graphics library

 by   go-gl C Version: Current License: BSD-3-Clause

kandi X-RAY | glfw Summary

kandi X-RAY | glfw Summary

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

Go bindings for GLFW 3
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            kandi-support Support

              glfw has a medium active ecosystem.
              It has 1404 star(s) with 170 fork(s). There are 41 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 18 open issues and 202 have been closed. On average issues are closed in 66 days. There are 4 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of glfw is current.

            kandi-Quality Quality

              glfw has 0 bugs and 0 code smells.

            kandi-Security Security

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

            kandi-License License

              glfw is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              glfw releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              It has 5122 lines of code, 524 functions and 83 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

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            glfw Key Features

            No Key Features are available at this moment for glfw.

            glfw Examples and Code Snippets

            No Code Snippets are available at this moment for glfw.

            Community Discussions

            QUESTION

            Trying to draw a square with two triangles in OpenGL but I'm only getting a black screen
            Asked 2022-Mar-26 at 21:55

            As the title says, I'm trying to draw a square from two triangles for class. I've tried everything I can think of but I cannot figure out why it just displays a black screen. Here is my code so far. I have the project and libraries set up correctly. I've looked over it a dozen times and can't seem to find the issue.

            ...

            ANSWER

            Answered 2022-Mar-26 at 21:55

            Why using a core profile OpenGL Context (GLFW_OPENGL_CORE_PROFILE) it is mandatory to create a Vertex Array Object. There is no default VAO when using a core profile.

            e.g.:

            Source https://stackoverflow.com/questions/71631698

            QUESTION

            glGenBuffer causes segmentation fault
            Asked 2022-Mar-19 at 15:16

            when using glGenBuffers with almost any other gl function the program crashes in startup

            ...

            ANSWER

            Answered 2022-Mar-19 at 15:13

            QUESTION

            OpenGL distorted texture
            Asked 2022-Feb-28 at 16:18

            I am trying to display a texture, but for some reason it's not shown correctly it's distorted.

            This is my source code:

            ...

            ANSWER

            Answered 2022-Feb-27 at 11:14

            By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes. This is because the GL_UNPACK_ALIGNMENT parameter by default is 4. Since the image has 3 color channels (GL_RGB), and is tightly packed the size of a row of the image may not be aligned to 4 bytes.
            When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, GL_UNPACK_ALIGNMENT has to be set to 1, before specifying the texture image with glTexImage2D:

            Source https://stackoverflow.com/questions/71284184

            QUESTION

            Reading texture data with glGetTexImage after writing from compute shader with imageStore
            Asked 2022-Jan-26 at 06:06

            I'm generating noise into 3D texture in compute shader and then building mesh out of it on CPU. It works fine when I do that in the main loop, but I noticed that I'm only getting ~1% of noise filled on the first render. Here is minimal example, where I'm trying to fill 3D texture with ones in shader, but getting zeroes or noise in return:

            ...

            ANSWER

            Answered 2022-Jan-26 at 06:06

            You need to bind the texture to the image unit before executing the compute shader. The binding between the texture object and the shader is established through the texture image unit. The shader knows the unit because you set the unit variable or specify the binding point with a layout qualifier, but you also need to bind the object to the unit:

            Source https://stackoverflow.com/questions/70857263

            QUESTION

            Search paths "/usr/local/include/glm/gtx" versus Use of undeclared identifier 'gtx'
            Asked 2022-Jan-07 at 20:52

            Mac Big Sur C++ OpenGL attempting to learn quaternions from a tutorial. The gtx headers are under usr/local/include/glm. Can anyone figure out what is wrong with my header includes or header search path? Thanks.

            Minimum reproducible code that fails for this issue:

            ...

            ANSWER

            Answered 2022-Jan-06 at 05:46

            In tutorial 1 of the link in the comment, the author introduces

            Source https://stackoverflow.com/questions/70602526

            QUESTION

            Reason for using custom true false values in frameworks
            Asked 2022-Jan-07 at 10:20

            I was reading the GLFW library and I noticed they use GLFW_TRUE(1) and GLFW_FALSE(0). Now I've already seen that in other frameworks as well,making their own custom true/false identifiers. Is there any reason in creating your own custom true/false enums or classes in a framework? Does it make the code more readable for example? Is it a compatibility issue?

            Another programmer speculated that they probably wouldn't want to #include but that header is in fact very small and wouldn't overcomplicate dependencies

            ...

            ANSWER

            Answered 2022-Jan-06 at 16:11

            I guess it is for backward compatibility reasons. The stdbool.h header was introduced in the C99 standard.

            Source https://stackoverflow.com/questions/70607785

            QUESTION

            Failed to load library liblwjgl.so
            Asked 2022-Jan-04 at 20:04

            I was trying to export .jar file of my lwjgl game so I can send it to my friend using gradle. When I've opened jar in /build/libs via typing java -jar [name of file] this error message appear:

            ...

            ANSWER

            Answered 2022-Jan-04 at 20:02

            You are currently not including the runtime natives jar files of LWJGL into your fat jar file.

            So, you don't need to add any JVM arguments like -Djava.library.path or -Dorg.lwjgl.librarypath but merely must make sure that the "natives-linux" dependencies/jar files are in the classpath when you run the jar.

            One way to achieve this in your case is by not only iterating over the compile-time dependencies but over the runtime dependencies in your jar task to also collect those and add them to the fat jar file that you build, because you definitely will need them at runtime.

            So, change this line:

            Source https://stackoverflow.com/questions/70584147

            QUESTION

            Indexed drawing in PyOpenGL using glDrawElements doesn't draw anything
            Asked 2021-Dec-30 at 22:19

            I'm fairly new to OpenGL and I tried recreating the tutorial from https://learnopengl.com/Getting-started/Hello-Triangle to draw a rectangle in PyOpenGL.

            (Original source code: https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/2.2.hello_triangle_indexed/hello_triangle_indexed.cpp)

            The first part of the tutorial that only draws a triangle using glDrawArrays works perfectly but when I try to use glDrawElements nothing is drawn. It doesn't even raise an error, it just shows me a black screen. I'm pretty sure I copied the instructions from the tutorial one by one and since there is no error message, I have no idea what I did wrong.

            I would appreciate any sort of help.

            My code:

            ...

            ANSWER

            Answered 2021-Dec-30 at 22:19

            If a named buffer object is bound, then the 6th parameter of glVertexAttribPointer is treated as a byte offset into the buffer object's data store. But the type of the parameter is a pointer anyway (c_void_p).

            So if the offset is 0, then the 6th parameter can either be None or c_void_p(0):

            glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0)

            Source https://stackoverflow.com/questions/70537124

            QUESTION

            Opengl Texture rendering without color
            Asked 2021-Dec-02 at 12:32

            I am writing an openGl wrapper in rust for educational purposes. However, I have a problem displaying textures from an image file (jpg). The image is displayed as a grayscale image with some buggy red and green lines.

            I am loading the image using the "image" crate and converting it to a ImageBuffer. The loading part is working, what i have checked by saving the image again.

            I think that the conversion of the buffer to rgb is also working because the second time i save the image it is also working.

            code to load the image:

            ...

            ANSWER

            Answered 2021-Dec-02 at 12:32

            By default OpenGL assumes that the start of each row of an image is aligned to 4 bytes.

            This is because the gl::UNPACK_ALIGNMENT parameter by default is 4. Since the image has 3 color channels (gl::RGB), and is tightly packed the size of a row of the image may not be aligned to 4 bytes. When a RGB image with 3 color channels is loaded to a texture object and 3*width is not divisible by 4, gl::UNPACK_ALIGNMENT has to be set to 1, before specifying the texture image with gl::TexImage2D:

            Source https://stackoverflow.com/questions/70199144

            QUESTION

            CMake can't link a custom library
            Asked 2021-Nov-26 at 18:03

            I'm building a game with raylib and made my own custom button in different files to reuse it when I need it.

            I watched tons of videos and read docs but I don't know why it throws undefined reference to CustomButton::CustomButton().

            Here's the error:

            ...

            ANSWER

            Answered 2021-Nov-26 at 18:03

            Ok I solved it via adding:

            Source https://stackoverflow.com/questions/70127153

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

            Vulnerabilities

            No vulnerabilities reported

            Install glfw

            GLFW C library source is included and built automatically as part of the Go package. But you need to make sure you have dependencies of GLFW: On macOS, you need Xcode or Command Line Tools for Xcode (xcode-select --install) for required headers and libraries. On Ubuntu/Debian-like Linux distributions, you need libgl1-mesa-dev and xorg-dev packages. On CentOS/Fedora-like Linux distributions, you need libX11-devel libXcursor-devel libXrandr-devel libXinerama-devel mesa-libGL-devel libXi-devel libXxf86vm-devel packages. See here for full details.
            Go 1.4+ is required on Windows (otherwise you must use MinGW v4.8.1 exactly, see Go issue 8811).

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone go-gl/glfw

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