These packages contain the GLFW header files, documentation and release mode static libraries, DLLs and import libraries for Visual C++ 2010-2019, MinGW-w64 and plain MinGW. You can create multiple contexts and share lists, see the documentation: When creating a window and its OpenGL or OpenGL ES context with glfwCreateWindow, you can specify another window whose context the new one should share its objects (textures, vertex and element buffers, etc.) with 1 - What does it mean to make a context current? Does it mean that all subsequent OpenGL calls will apply to that context/window? 2 - With GLFW3, how to use multiple windows (say, 2)? Is it enough to create 2 windows/contexts, make the context current on the first one, draw things, then make the context current on the second window, and draw. So i created a 'useless' window that is hidden and that just deserves to share its context with any new 'real' windows (call this window FAKE1) In my tests i created 2 other game windows as a proof of concept, sharing FAKE1 context (call them GAME1 and GAME2) At first, this. In that purpose, i start working with shared contexts. I would like to add to possibility to work with multiple windows. Hi, I am currently working on my game framework (c++, GLFW 3.3.2, OpenGL 4.4). GLFW is licensed under the zlib/libpng license GLFW is written in C and supports Windows, macOS, X11 and Wayland. It provides a simple API for creating windows, contexts and surfaces, receiving input and events. The extension strings will not change during the lifetime of a context, so there is no danger in doing this GLFW is an Open Source, multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. As this functions retrieves and searches one or more extension strings each call, it is recommended that you cache its results if it is going to be used frequently. Calling this function without a current context will cause a GLFW_NO_CURRENT_CONTEXT error. A context must be current on the calling thread.
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