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<h1>GLFW 2.7 <i>Lite</i></h1>
<ol>
<li><a href="#sec1">Introduction</a></li>
<li><a href="#sec2">Compiling GLFW and the example programs</a></li>
<li><a href="#sec3">Installing GLFW</a></li>
<li><a href="#sec4">Using GLFW</a></li>
<li><a href="#sec9">Frequently Asked Questions</a></li>
<li><a href="#sec5">Version history</a></li>
<li><a href="#sec6">Directory structure of the GLFW distribution</a></li>
<li><a href="#sec7">Contacting the project</a></li>
<li><a href="#sec8">Acknowledgements</a></li>
</ol>
<a name="sec1">
<h2>1. Introduction</h2>
<p>Welcome to version 2.7 <i>Lite</i> of the GLFW OpenGL framework. GLFW is
a free, open source, portable framework for OpenGL application development. In
short, it is a library that constitutes a powerful API for handling operating
system specific tasks, such as opening an OpenGL window, reading keyboard and
mouse input, and more.</p>
<p><em>Please note</em> that this is the <i>Lite</i> version of GLFW, which
means that some areas of functionality present in 2.x mainline versions of GLFW
have been removed.</p>
<a name="sec2">
<h2>2. Compiling GLFW and the example programs</h2>
<p>To compile GLFW and the accompanying example programs, you will need the <a
href="http://www.cmake.org/">CMake</a> build system.</p>
<a name="sec3">
<h2>3. Installing GLFW</h2>
<p>A rudimentary installation target is provided for all supported platforms
via the CMake build system.</p>
<p>For Unix-like platforms, the command is:</p>
<p class="pre"><pre>$ make install</pre></p>
<p>Note that you may need to run this command as root or via
<code>sudo(1)</code> in order to install GLFW into the various system
directories.</p>
<p>For Visual C++ and other integrated development environments, an installation
target should appear in the by CMake generated project files.</p>
<a name="sec4">
<h2>4. Using GLFW</h2>
<p>There are two aspects to using GLFW:
<p>
<ol>
<li>How the GLFW API works</li>
<li>How to compile programs that use GLFW</li>
</ol>
<p>The first point is covered in the <a href="docs/UsersGuide.pdf">GLFW
Users Guide</a> and the <a href="docs/Reference.pdf">GLFW Reference
Manual</a>, and we suggest that you read at least the Users Guide, since
it's a good introduction to the GLFW API.</p>
<p>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.</p>
<h3>4.1 Include <code>GL/glfw.h</code></h3>
<p>In your program, you should include <code>GL/glfw.h</code> like this:</p>
<p><pre>#include &lt;GL/glfw.h&gt;</pre></p>
<p>This include file defines all the necessary constants, types and prototypes
that are used to interact with the GLFW API. It also includes
<code>GL/gl.h</code> and <code>GL/glu.h</code>, and - <em>it defines all the
necessary constants and types that are necessary for OpenGL to work on
different platforms</em>.</p>
<p>For instance, under Windows you are normally required to include
<code>windows.h</code> before you include <code>GL/gl.h</code>. If you write
such a program, it would not compile under e.g. Linux since
<code>windows.h</code> does not exist under Linux. <code>GL/glfw.h</code>
takes care of these things for you. Note however that it does not actually
include <code>windows.h</code>, it merely mimics the parts of it that are
needed for <code>GL/gl.h</code> and <code>GL/glu.h</code> (this way we do not
get the thousands of constants, types and prototypes that could otherwise
possibly interfere with our own declarations).</p>
<p>In other words:
<ul>
<li>Do <em>not</em> include <code>GL/gl.h</code> or <code>GL/glu.h</code>
(GLFW does it for you)</li>
<li>Do <em>not</em> include <code>windows.h</code> unless you need
to write Win32-specific code</li>
<li>If you <em>do</em> need to include <code>windows.h</code>, do it
<em>before</em> including <code>GL/glfw.h</code>.</li>
</ul>
<h3>4.2 Link with the correct libraries</h3>
<h4>4.2.1 Windows static library</h4>
<p>If you link with the static version of GLFW, it is also necessary to
link with some system libraries that GLFW uses.</p>
<p>When linking a program under Windows that uses the static version of GLFW,
you must also link with the following libraries: <code>opengl32</code>,
<code>user32</code> and <code>kernel32</code>. 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 <code>glu32</code>):</p>
<table>
<tr class="header">
<td>Compiler</td>
<td>Link options</td>
</tr>
<tr>
<td>Borland C++ Builder</td>
<td><code>glfw.lib opengl32.lib</code></td>
</tr>
<tr>
<td>Cygwin</td>
<td><i>See Unix static library below</i></td>
</tr>
<tr>
<td>LCC-Win32</td>
<td><code>glfw.lib opengl32.lib</code></td>
</tr>
<tr>
<td>Microsoft Visual C++</td>
<td><code>glfw.lib opengl32.lib user32.lib</code></td>
</tr>
<tr>
<td>MinGW32</td>
<td><code>-lglfw -lopengl32</code></td>
</tr>
<tr>
<td>OpenWatcom</td>
<td><code>glfw.lib opengl32.lib user32.lib</code></td>
</tr>
<tr>
<td>Pelles C</td>
<td><code>glfw.lib opengl32.lib user32.lib kernel32.lib</code></td>
</tr>
</table>
<h4>4.2.2 Windows DLL</h4>
<p>To compile a program that uses the DLL version of GLFW, you need to define
the <code>GLFW_DLL</code> constant. This can either be done with a compiler switch,
typically by adding <code>-DGLFW_DLL</code> to the list of compiler options. You can
also do it by adding the following line to all your source files that include
<code>glfw.h</code>, <em>before</em> including it:</p>
<p><pre>#define GLFW_DLL</pre></p>
<p>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 <code>glfwdll</code>.
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 <code>opengl32</code> and <code>glu32</code>):</p>
<table>
<tr class="header">
<td>Compiler</td>
<td>Link options</td>
</tr>
<tr>
<td>Borland C++ Builder</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Cygwin</td>
<td><code>-lglfwdll</code></td>
</tr>
<tr>
<td>LCC-Win32</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Microsoft Visual C++</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>MinGW32</td>
<td><code>-lglfwdll</code></td>
</tr>
<tr>
<td>OpenWatcom</td>
<td><code>glfwdll.lib</code></td>
</tr>
<tr>
<td>Pelles C</td>
<td><code>glfwdll.lib</code></td>
</tr>
</table>
<h4>4.2.3 Unix static library</h4>
<p>GLFW now supports
<a href="http://pkgconfig.freedesktop.org/wiki/">pkgconfig</a>,
and a libglfw.pc file is generated and installed when you install the library.
For systems that do not provide pkgconfig, you should look in this file for the
proper compile and link flags for your system, as determined by compile.sh at
compile time.</p>
<p>A typical compile and link command line may look like this (using GCC):</p>
<p><pre>gcc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</pre></p>
<p>If you use GLU functions in your program then you should also add the
<code>-lGLU</code> flag.
<h4>4.2.5 Mac OS X static library</h4>
<p>When compiling and linking a program under Mac OS X that uses GLFW, you
must also link with the following frameworks: <code>Carbon.framework</code>,
<code>AGL.framework</code> and <code>OpenGL.framework</code>.
<p>If you are using Xcode, you simply add the GLFW library
<code>libglfw.a</code> and these frameworks to your project. If, however, you
are building your program from the command line, there are two methods for
correctly linking your GLFW program.</p>
<p>GLFW now supports <a
href="http://pkgconfig.freedesktop.org/wiki/">pkgconfig</a>, and a pkgconfig
file named libglfw.pc is generated and installed when you install the library.
You can find pkgconfig in most packaging systems, such as <a
href="http://www.finkproject.org/">Fink</a> and <a
href="http://darwinports.opendarwin.org/">DarwinPorts</a>, so if you have one
of them installed, simply install pkgconfig. Once you have pkgconfig available,
the command line for compiling and linking your program is:</p>
<p><pre>gcc `pkg-config --cflags libglfw` -o myprog myprog.c `pkg-config --libs libglfw`</pre></p>
<p>If you do not wish to use pkgconfig, you will need to add the required
frameworks and libraries to your command line using the <code>-l</code> and
<code>-framework</code> switches, i.e.:</p>
<p><pre>gcc -o myprog myprog.c -lglfw -framework Carbon -framework AGL -framework OpenGL</pre></p>
<p>Note that you do not add the .framework extension to a framework when adding
it from the command line.</p>
<p>These frameworks contain all GL and GLU functions, so there is no need to
add additional libraries or frameworks when using GLU functionality. Also note
that even though your machine may have Unix-style GL libraries, they are for
use with the X Window System, and will <em>not</em> work with the Mac OS X
native version of GLFW.</p>
<a name="#sec9" />
<h2>9. Frequently Asked Questions</h2>
<a name="sec5" />
<h2>5. Version history</h2>
<h3>2.7 <i>Lite</i></h3>
<ul>
<li>Removed all threading support</li>
<li>Removed all image and texture loading support</li>
<li>Removed all build files not related to CMake</li>
<li>Removed D, Delphi and Lua bindings</li>
<li>Imported CMake work from pre-3.0 branch</li>
</ul>
<h3>2.7</h3>
<ul>
<li>Added <code>GLFW_OPENGL_VERSION_MAJOR</code>,
<code>GLFW_OPENGL_VERSION_MINOR</code> and
<code>GLFW_OPENGL_FORWARD_COMPAT</code> hints for versioned context
creation support</li>
<li>Added <code>GLFW_NO_GLU</code> macro for disabling the inclusion of the
GLU header</li>
<li>Added the proper DEF file to the Visual C++ DLL project file</li>
<li>Added a rudimentary joystick API testing example</li>
<li>Changed all comments in public header file to plain C style</li>
<li>Removed all deprecated platforms</li>
<li>[X11] Added <code>x11-distro-install</code> install target, intended for packagers</li>
<li>[X11] Removed support for GLX version 1.3 and below</li>
<li>[X11] Bugfix: Misspelt struct member in XF86VidMode code path</li>
<li>[MacOSX] Bugfix: Key repeat events were ignored on 10.5 Leopard</li>
<li>[Win32] Bugfix: Improper use of wParam for <code>WM_SYSCOMMAND</code></li>
<li>[Win32] Bugfix: Derivatives of stream.c not cleaned up by compile.bat</li>
<li>[Win32] Bugfix: Pointer for <code>GetExtensionsStringARB</code> was not initialized</li>
<li>[Win32] Bugfix: Updated API version in makefiles</li>
</ul>
<h3>2.6</h3>
<ul>
<li>Added <code>GLFW_FSAA_SAMPLES</code> multi-sampling hint</li>
<li>Added <code>GLFW_WINDOW_NO_RESIZE</code> hint for non-resizable windows</li>
<li>Added install targets for all Unix-like build targets</li>
<li>Added <code>glfwReadMemoryImage</code> function for creating a
<code>GLFWImage</code> object from an image file in a memory buffer</li>
<li>Added <code>glfwLoadMemoryTexture2D</code> function for decoding an image
file in a memory buffer into a texture</li>
<li>Added <code>glfwLoadTextureImage2D</code> function for loading a
<code>GLFWImage</code> object into a texture</li>
<li>Added cross-compilation support for MinGW under a Unix-like host</li>
<li>D bindings updated and all examples ported to modern D</li>
<li>Delphi bindings updated to reflect API additions</li>
<li>Bugfix: The interaction between key repeat and window focus code caused duplicate presses</li>
<li>Bugfix: The mouse position was not properly updated when re-enabling the mouse cursor</li>
<li>[Win32] Added pkgconfig file generation for Cygwin</li>
<li>[Win32] Added version number to window class name</li>
<li>[Win32] Added optional loading of user provided window icon resource</li>
<li>[Win32] Bugfix: Very small sleep periods were forced to higher value</li>
<li>[Win32] Bugfix: The nmake makefile did not handle paths with spaces correctly</li>
<li>[Win32] Bugfix: Removed assembly RDTSC timing code</li>
<li>[Win32] Bugfix: Hidden cursor was not clipped to windowed windows</li>
<li>[X11] Added XRandR code path for fullscreen windows</li>
<li>[X11] Added building of shared library</li>
<li>[X11] Added <a href="http://tronche.com/gui/x/icccm/">ICCCM</a> WM fullscreen hints</li>
<li>[X11] Added support for the <code>_NET_WM_PING</code> protocol</li>
<li>[X11] Added pkgconfig file generation</li>
<li>[X11] Added setting of WM size hints</li>
<li>[X11] Bugfix: Removed assembly RDTSC timing code</li>
<li>[X11] Bugfix: Window re-opening now works properly (including fullscreen windows)</li>
<li>[X11] Bugfix: Potential crash bug in video mode matching code</li>
<li>[X11] Bugfix: Static buffers imposed an invisible limit on reported video mode count</li>
<li>[X11] Bugfix: Interaction with certain window managers when setting input
focus would cause termination with a BadMatch error</li>
<li>[X11] Bugfix: Keypad keys did not trigger the character callback</li>
<li>[MacOSX] Added pkgconfig file generation</li>
<li>[MacOSX] Added building of shared library</li>
<li>[MacOSX] Added building of Universal Binary libraries</li>
<li>[MacOSX] Replaced fullscreen code path with CGL version</li>
<li>[MacOSX] Bugfix: Binaries without bundles or resource forks now interact
properly with the WM</li>
<li>[MacOSX] Bugfix: Replaced Carbon event time source with <code>gettimeofday</code></li>
<li>[MacOSX] Bugfix: Added code to minimize the dreaded OpenGL application startup jump</li>
<li>[MacOSX] Bugfix: Fixed broken implementation of
<code>glfwSetMousePos</code> for windowed mode</li>
<li>[MacOSX] Bugfix: Fixed broken implementation of hidden cursor</li>
<li>[MacOSX] Bugfix: Capturing all displays and not just the main one</li>
<li>[AmigaOS] Obsoleted platform due to lack of maintainer and community interest</li>
<li>[DOS] Obsoleted platform due to lack of maintainer and community interest</li>
</ul>
<h3>2.5</h3>
<ul>
<li>Added the function glfwWaitEvents</li>
<li>Added window close callback, which enables a program to prevent a user
from closing a window with the window manager</li>
<li>Added window refresh callback, which is called when the window needs
to be refreshed</li>
<li>Added support for loading alpha textures (GLFW_ALPHA_MAP_BIT)</li>
<li>Added support for the Lua programming language</li>
<li>Added support for the D programming language</li>
<li>Added support for the Pelles C compiler for Windows</li>
<li>Added API level support for up to eight mouse buttons</li>
<li>[Win32] Added support for up to five mouse buttons</li>
<li>[Win32] Mouse down events capture mouse input</li>
<li>[Win32] Bugfix: The DLL now exports glfwSetTime</li>
<li>[Win32] Fix: The GLFW window is now placed in the upper left corner
of the desktop working area</li>
<li>[Win32/X11] Bugfix: More robust check for SwapInterval</li>
<li>[X11] Added support for USB joysticks under Linux (/dev/input/js*)</li>
<li>[X11] Bugfix: Added support for GLX extensions in glfwExtensionSupported</li>
<li>[X11] Bugfix: More robust fullscreen mode (?)</li>
<li>[X11] Bugfix: Runtime check of XF86VidMode support for the active
display</li>
<li>[X11] Bugfix: Some mouse button events were reported incorrectly</li>
<li>[MacOSX] Added support for the input char callback.</li>
<li>[MacOSX] Added video mode validation and duplicate elimination.</li>
<li>[MacOSX] Switched to a new MakeBundle.sh script.</li>
<li>[MacOSX] Added emulation of the window refresh callback.</li>
<li>[MacOSX] Bugfix: The window and its associated resources are now
properly released.</li>
<li>[MacOSX] Bugfix: Removed support for more than eight mouse buttons.</li>
<li>[x86 CPUs] Improved Intel mobile CPU detection (e.g. disables RDTSC
timing on Centrino systems)</li>
</ul>
<h3>2.4.2</h3>
<ul>
<li>Preliminary native Mac OS X support (via the Carbon interface)</li>
<li>Preliminary DOS support (DJGPP + Mesa)</li>
<li>Changed license to the zlib license (almost identical to the previous
GLFW license), so now GLFW is OSI Certified</li>
<li>Rewrote the GLFW documentation in LaTeX, meaning several improvements
(both visual and practical)</li>
<li>Added the <b>support</b> folder to the distribution, which includes
support for various languages</li>
<li>[Win32] Added OpenWatcom compiler support (thanks Sebastian
Schuberth!)</li>
<li>[Win32] Changed fallback timer from GetTickCount to timeGetTime,
which usually provides better resolution</li>
<li>[Win32] Bugfix: Accumulator buffer selection should be more
robust</li>
<li>[Win32] Bugfix: If stereo rendering is requested, and no stereo pixel
format could be created, glfwOpenWindow now fails</li>
<li>[Win32] Bugfix: glfwSetWindowSize now sets the size of the client
area, NOT the entire window, meaning that there is a 1:1 relationship
between glfwSetWindowSize and glfwGetWindowSize</li>
<li>[X11] Added FreeBSD and QNX support</li>
<li>[X11] Added support for non-pthread capable systems</li>
<li>[X11] Hopefully more robust configuration script (compile.sh)</li>
<li>[X11] Bugfix: When mouse cursor is hidden, mouse sensitivity is no
longer degraded</li>
<li>[X11] Bugfix: Source files EOL was PC style (CR/LF) in 2.4.1 (blame
my WinCVS configuration)</li>
<li>[X11] Bugfix: When a GLFW window is closed, input focus is properly
released</li>
<li>[X11] Bugfix: Iconification of fullscreen windows should now work
properly</li>
<li>[x86 CPUs] Improved RDTSC timing (e.g. RDTSC support on single-CPU
Intel Hyper-Threading enabled systems)</li>
<li>[AmigaOS] Added joystick support</li>
<li>[AmigaOS] Mouse cursor positioning is now implemented</li>
<li>[AmigaOS] Added support for Geek Gadgets GCC</li>
<li>[AmigaOS] Bugfix: glfwGetWindowParam now returns proper values for
all parameters (except for GLFW_ACCELERATED)</li>
</ul>
<h3>2.4.1</h3>
<ul>
<li>Added AmigaOS support (preliminary)</li>
<li>GLFW for the X Window System now works under Mac OS X</li>
<li>[Win32] Bugfix: glfwWaitCond treated the timeout as milliseconds
instead of seconds</li>
<li>[X11] Bugfix: GLFW should now compile under IRIX v5.3</li>
<li>[X11] Bugfix: GLFW should now compile with Kylix</li>
</ul>
<h3>2.4</h3>
<ul>
<li>Major source code rearrangement - much code is now shared between
different platforms, and it should be easier to port GLFW to new
platforms</li>
<li>Added a Unicode keyboard text input interface (CharCallback)</li>
<li>Keyboard key input is now slightly more internationalized: GLFW now
uses 8-bit ISO-8859-1 encoding for keys representing printable
characters (e.g. &quot;&Ouml;&quot;, &quot;&#167;&quot;, etc.), as
opposed to the previous 7-bit US-ASCII encoding</li>
<li>Added more key constants (F13-F25, keypad '=')</li>
<li>Added an enable/disable switch for automatic event polling from
glfwSwapBuffers</li>
<li>[X11] Added support for sysctl for querying the number of processors
in the system (if POSIX sysconf is not supported)</li>
<li>[X11] Bugfix: compile.sh now works with Sun sh (and hopefully others
too)</li>
<li>[X11] Bugfix: compile.sh now detects the need for -ldl when dlopen is
used</li>
<li>[Win32] Bugfix: When closing a fullscreen window under Win 9x/NT4,
the task bar icon now disappears properly</li>
<li>[Win32] Bugfix: GLFW should now compile on a wider range of MSVC
compilers (e.g. .NET) - Thanks Tim Little!</li>
</ul>
<h3>2.3.2</h3>
<ul>
<li>Removed the silly limitation of 100 threads (the thread information
is now kept in a linked list)</li>
<li>General source cleanup (window state is now kept in a single
struct, plus some other minor changes)</li>
<li>[X11] Added Solaris gethrtime() support (not tested yet), which
should give an improved timer for Sun/Solaris stations</li>
<li>[X11] Some fixes to the 'compile.sh' script (-O for non-gcc compilers
and 'make x11-gcc' should now really force GCC)</li>
</ul>
<h3>2.3.1</h3>
<ul>
<li>[X11] A minimalist configuration script was added that solves the
issue with glXGetProcAddressARB, and unifies all Unix/X11 Makefiles
into one template Makefile (well, one for GLFW, and one for the
examples)</li>
</ul>
<h3>2.3</h3>
<ul>
<li>Added OpenGL stereo rendering support</li>
<li>Added a function for parsing the OpenGL version string
(glfwGetGLVersion)</li>
<li>[x86] Bugfix: Hopefully the CPU core clock dependent timer RDTSC will
never be used on CPUs with variable core frequencies anymore</li>
<li>[X11] Bugfix: GLFW could create stereo rendering capable windows,
even if it was not requested (GLFW 2.2.x did not support selection
of stereo rendering)</li>
<li>[X11] Bugfix: glfwGetProcAddress returned NULL on most systems (even
on those that supported glXGetProcAddressARB). Now GLFW assumes that
glXGetProcAddressARB is supported on all systems, which solves the
bug, but may result in compiler errors on some systems (please let me
know if you have any related problems).</li>
</ul>
<h3>2.2.3</h3>
<ul>
<li>Bugfix: Checking for GL_SGIS_generate_mipmap is more robust</li>
<li>Bugfix: glfwLoadTexture2D will now fail if no window is opened</li>
<li>[Win32] Bugfix: Right shift was not detected under Win 9x/ME (it is
still not as good as under NT/2K/XP, but at least you get right
shifts)</li>
<li>[X11] Bugfix: Visuals are now selected more accurately. For instance,
glfwOpenWindow will no longer fail if you request a 24-bit color
buffer if only 16-bit color visuals are available (which means that
pong3d should work on 16-bit displays).</li>
</ul>
<h3>2.2.2</h3>
<ul>
<li>[Win32] Bugfix: Windows did not always get focus (this was a tough
one!)</li>
<li>[Win32] Bugfix: glfwGetWindowParam did not work with
GLFW_ACCUM_*_BITS or GLFW_AUX_BUFFERS</li>
<li>[X11] Bugfix: Linux joystick Y axis positions were reversed</li>
</ul>
<h3>2.2.1</h3>
<ul>
<li>[X11] Added joystick support for Linux</li>
</ul>
<h3>2.2</h3>
<ul>
<li>Added joystick support (only supported under Windows so far)</li>
<li>Added joystick controls to pong3d.c (only 3 more lines of code)</li>
<li>Added glfwOpenWindowHint() function</li>
<li>It is now possible to specify a desired vertical monitor refresh
rate (for fullscreen windows)</li>
<li>It is now possible to request an accumulator buffer and auxiliary
buffers</li>
<li>Added glfwSetTime() function</li>
<li>Added a GLFW conversion of the MESA/GLUT gears.c demo to the example
programs</li>
<li>[Win32] gdi32.dll and winmm.dll are now loaded dynamically when
glfwInit() is called. This means that there is no need to link with
gdi32.lib or winmm.lib when using the static version of GLFW, which
should make GLFW usage more convenient.</li>
<li>[Win32] Bugfix: Greatly improved keyboard input (detect left/right
CTRL etc)</li>
<li>[Win32] Bugfix: glfwExtensionSupported now detects all WGL extensions
(e.g. WGL_ARB_pbuffer)</li>
<li>[Win32] Bugfix: Mouse cursor was not re-hidden when a GLFW window was
deselected and then selected again (with ALT+TAB)</li>
<li>[X11] Bugfix: Minor bug in the SGI timer - and ugly (unintended) SGI
timer debug info removed</li>
<li>[X11] Bugfix: glfwGetDesktopMode and glfwGetVideoModes no longer give
segmentation faults if no X server is available</li>
</ul>
<h3>2.1</h3>
<ul>
<li>Added image and texture loading capabilities (support for the TGA
file format at the moment)</li>
<li>Added a new example program (mipmaps.c) for showing off the automatic
mipmap generation and texture loading capabilities of GLFW 2.1</li>
<li>Removed the separate TGA loader (tga.c in the examples directory)
since texture loading is supported natively by GLFW. Also updated the
Pong3D demo to use GLFW texture loading instead of tga.c.</li>
<li>Improved keyboard handling (e.g. numeric keypad keys can be
detected)</li>
<li>Added a new example program, keytest.c</li>
<li>Changed the GLFWvidmode structure and the corresponding API functions
to report pure color bits instead of the confusing (and unportable)
"BPP" field</li>
<li>Changed glfwSetWindowSize so that it operates in fullscreen mode
too</li>
<li>Added mouse wheel support under Windows (not Win95) and X11</li>
<li>Added window iconification functions (glfwInconifyWindow and
glfwRestoreWindow)</li>
<li>Improved iconification and deactivation handling under both Windows
and X11</li>
<li>Made it possible to turn on/off key repeat (the default is now no key
repeat)</li>
<li>Added SGI hardware timer support (CLOCK_SGI_CYCLE) for improved
timer resolution for SGI computers</li>
<li>Added support for the free Borland C++ Builder 5.x compiler for
Windows</li>
<li>Made it possible to compiler GLFW as a Windows DLL using any of the
supported compilers</li>
<li>Some constants have changed names (e.g. GLFW_REDBITS is now called
GLFW_RED_BITS)</li>
<li>Updated GLFW documentation (GLFW Users Guide and GLFW Reference
Manual) to reflect the changes in the API</li>
<li>[Win32] Bugfix: Corrected Cygwin toplevel makefile entry</li>
<li>[Win32] Bugfix: Fixed event lag bug</li>
<li>[Win32] Bugfix: Fixed Radeon 8500 crash</li>
<li>[X11] Bugfix: Fixed the window close bug</li>
<li>[X11] Bugfix: Iconification/deactivation is now detected</li>
<li>[X11] Bugfix: Non-OpenGL visuals are not listed anymore</li>
<li>[XFree86] Bugfix: Undesired video mode changes are now prevented</li>
</ul>
<h3>2.0.3</h3>
<ul>
<li>Added precise CPU cycle based timing support (RDTSC) for x86
CPUs (under both Windows and Unix)</li>
<li>Added a makefile option for building for Windows with Cygwin</li>
<li>Corrected the CC for Unix/X11 makefiles (-Wall is usually not a
supported flag for CC, so it was removed from the CFLAGS list)</li>
</ul>
<h3>2.0.2</h3>
<ul>
<li>Added a makefile option for building for X11 with 'cc' rather than
'gcc' (useful for IRIX users for instance).</li>
<li>[Win32] Bugfix: Mouse coordinates are now relative to the window
upper left corner, which also means that disabling the mouse cursor
in windowed mode should work much better.</li>
<li>[X11] Bugfix: Added a bunch of more keys that are recognized by
GLFW.</li>
<li>[X11] Bugfix: glfwGetNumberOfProcessors now works for IRIX (earlier
versions of GLFW would not compile under IRIX).</li>
</ul>
<h3>2.0.1</h3>
<ul>
<li>glfwTerminate() will now be called automatically upon normal program
termination (using atexit())</li>
<li>[Win32] Bugfix: Buffer-swapping did not work if a window lost
focus.</li>
<li>[Win32] Bugfix: Top level Makefile did not work under Windows
9x.</li>
<li>[Win32] Bugfix: NULL declaration in glfw.h was not MSVC 7.x
compatible.</li>
<li>[X11] Bugfix: GLFW would not build with C++ (e.g. g++).</li>
</ul>
<h3>2.0</h3>
<ul>
<li>GLFW is no longer a single source file, but an entire link library.</li>
<li>Added multi threading support.</li>
<li>Added more window control.</li>
<li>New distribution layout (both Win32 and X11 version in same archive).</li>
<li>Added GLFW Users Manual and GLFW Reference Manual as PDF files.</li>
<li>Some bugfixes.</li>
</ul>
<h3>1.0.2</h3>
<ul>
<li>Improved fullscreen functionality.</li>
<li>Added fullscreen support for X11.</li>
</ul>
<h3>1.0.1</h3>
<ul>
<li>Added support for the X Window System.</li>
<li>Fixed bugs.</li>
</ul>
<h3>1.0.0</h3>
<ul>
<li>First release.</li>
<li>Only supported Windows.</li>
</ul>
<a name="sec6">
<h2>6. Directory structure of the GLFW distribution</h2>
<p>Here is an overview of the directory structure of the GLFW distribution:
<table>
<tr class="header">
<td>Directory</td>
<td>Contents</td>
</tr>
<tr>
<td><code>docs</code></td>
<td>GLFW manuals in PDF format</td>
</tr>
<tr>
<td><code>examples</code></td>
<td>Several example programs in C</td>
</tr>
<tr>
<td><code>include/GL</code></td>
<td>The GLFW C/C++ header file</td>
</tr>
<tr>
<td><code>lib</code></td>
<td>The source code for GLFW</td>
</tr>
<tr>
<td><code>lib/macosx</code>
<td>Mac OS X-specific code</td>
</tr>
<tr>
<td><code>lib/win32</code>
<td>Windows-specific code</td>
</tr>
<tr>
<td><code>lib/x11</code></td>
<td>Unix/X11-specific code</td>
</tr>
</table>
<a name="sec7">
<h2>7. Contacting the project</h2>
<p>The official GLFW web site can be found here: <a
href="http://glfw.sourceforge.net/">http://glfw.sourceforge.net/</a>. It
contains the latest version of GLFW, news and other information that is useful
for OpenGL development.</p>
<p>If you have questions related to the use of GLFW, we have a <a
href="https://sourceforge.net/forum/forum.php?forum_id=247562">user's web
forum</a>, and a <a
href="https://lists.sourceforge.net/lists/listinfo/glfw-user">user's mailing
list</a> on SF.net, and the IRC channel <code>#glfw</code> on <a
href="http://freenode.net/">Freenode</a>.</p>
<p>If you have a bug to report or a feature you'd like to request, please file
it in the <a href="http://sourceforge.net/tracker/?group_id=72569">SF.net
trackers</a>.</p>
Finally, if you're interested in helping out with the development of GLFW or
porting it to your favorite platform, we have a <a
href="https://lists.stacken.kth.se/mailman/listinfo/glfw-dev">developer's
mailing list</a>, or you could join us on <code>#glfw</code>.
<a name="sec8">
<h2>8. Acknowledgements</h2>
<p>GLFW would not be what it is today without the help from:
<ul>
<li>Marcus Geelnard, the original author and long-time maintainer of GLFW,
without whose brilliant work none of this would have happened.</li><br>
<li>Robin Leffmann, for his work on Mac OS X and other platforms, and his
invaluable support.</li><br>
<li>Keith Bauer, for his invaluable help with porting and maintaining GLFW on
Mac OS X, and for his many ideas.</li><br>
<li>Ozzy @ <a href="http://www.orkysquad.org">Orkysquad</a>,
for his dedication to GLFW, for debugging my source, and for his
valuable experience with game development.</li><br>
<li>Jeff Molofee, the author of the excellent OpenGL tutorials at <a
href="http://nehe.gamedev.net/">NeHe Productions</a>.
Much of the Windows code of GLFW was originally based on Jeff's
code.</li><br>
<li>Douglas C. Schmidt and Irfan Pyarali, for their excellent article <a
href="http://www.cs.wustl.edu/~schmidt/win32-cv-1.html">Strategies for
Implementing POSIX Condition Variables on Win32</a>, which was the basis for
the Win32 condition variable implementation in GLFW.</li><br>
<li>Bobyshev Alexander and Martins Mozeiko, for the original proposal of
an FSAA hint and their work on the Win32 implementation of FSAA.</li><br>
<li>Gerald Franz, who made GLFW compile under IRIX, and supplied patches
for the X11 keyboard translation routine.</li><br>
<li>Bradley Smith, for his updates of the D support and his ports of the
remaining examples to the D language.</li><br>
<li>Olivier Delannoy, for the initial implementation of FSAA support on
X11, cross-compiling support for MinGW and general extreme usefulness.</li>
<li>Glenn Lewis, for helping out with support for the D programming
language.</li><br>
<li>David Medlock, for doing the initial Lua port.</li><br>
<li>Frank Wille, for helping me with the AmigaOS port and making GLFW
compile under IRIX 5.3.</li><br>
<li>Matt Sealey, for helping me with the MorphOS port.</li><br />
<li>Paul R. Deppe, who helped me with Cygwin support, and made an
adaption of <a href="http://plib.sourceforge.net/">PLIB</a>
so that it can use GLFW (instead of GLUT).</li><br />
<li>Jarrod Davis, for the Delphi port of GLFW.</li><br />
<li>Toni Jovanoski, for helping me with the MASM32 port of GLFW, and
supplying the example program and fixed OpenGL and GLU bindings for
MASM32.</li><br />
<li>Sebastian Schuberth, for the OpenWatcom makefiles.</li><br />
<li>Dmitri Shuralyov, Samuli Tuomola, Santi Zupancic, Sylvain
Hellegouarch, and many others for support, bug reports and
testing.</li><br />
<li>Дмитри Малышев, for the idea of a GLFW_NO_GLU macro.</li><br />
<li><a href="http://www.opengl.org/">OpenGL.org</a>, and all the people on
the discussion forums there that have provided help during the development of
GLFW.</li><br />
<li>The <a href="http://msdn.microsoft.com/library/">MSDN Online Library</a>,
which was used extensively for Windows development.</li><br />
<li>All the feedback from the GLFW community - thank you!</li><br />
<li>Everyone we forgot to thank - thank you!</li><br />
</ul>
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