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@ -221,19 +221,21 @@ configurations and to create contexts. The options are: |
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework |
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- `_GLFW_NSGL` to use the Cocoa OpenGL framework |
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- `_GLFW_WGL` to use the Win32 WGL API |
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- `_GLFW_WGL` to use the Win32 WGL API |
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- `_GLFW_GLX` to use the X11 GLX API |
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- `_GLFW_GLX` to use the X11 GLX API |
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- `_GLFW_EGL` to use the EGL API |
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- `_GLFW_EGL` to use the EGL API (experimental) |
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The client library is the one providing the OpenGL or OpenGL ES API, which is |
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The client library is the one providing the OpenGL or OpenGL ES API, which is |
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used by GLFW to probe the created context. This is not the same thing as the |
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used by GLFW to probe the created context. This is not the same thing as the |
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API |
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API |
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through extensions. The options are: |
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through extensions. The options are: |
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- `_GLFW_USE_OPENGL` for the desktop OpenGL |
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- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or |
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x |
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OpenGL.framework) |
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x |
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental) |
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental) |
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL, |
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL, |
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as the other context creation APIs do not interface with |
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as the other context creation APIs do not interface with OpenGL ES client |
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libraries. |
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If you are building GLFW as a shared library / dynamic library / DLL then you |
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If you are building GLFW as a shared library / dynamic library / DLL then you |
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it. |
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it. |
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@ -241,18 +243,15 @@ must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it. |
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If you are using the X11 window creation API then you *must* also select an entry |
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If you are using the X11 window creation API then you *must* also select an entry |
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point retrieval mechanism. |
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point retrieval mechanism. |
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use glXGetProcAddress (recommended) |
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- `_GLFW_HAS_GLXGETPROCADDRESS` to use `glXGetProcAddress` (recommended) |
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use glXGetProcAddressARB |
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- `_GLFW_HAS_GLXGETPROCADDRESSARB` to use `glXGetProcAddressARB` (legacy) |
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use glXGetProcAddressEXT |
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- `_GLFW_HAS_GLXGETPROCADDRESSEXT` to use `glXGetProcAddressEXT` (legacy) |
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` |
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- `_GLFW_HAS_DLOPEN` to do manual retrieval with `dlopen` (fallback) |
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On modern systems it is usually safe to assume that |
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`_GLFW_HAS_GLXGETPROCADDRESS` is present. |
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If you are using the Cocoa window creation API, the following options are |
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If you are using the Cocoa window creation API, the following options are |
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available: |
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available: |
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- `_GLFW_USE_CHDIR` to `chdir` into the `Resources` directory of the |
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- `_GLFW_USE_CHDIR` to `chdir` to the `Resources` subdirectory of the |
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application bundle during @ref glfwInit (recommended) |
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application bundle during @ref glfwInit (recommended) |
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window |
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- `_GLFW_USE_MENUBAR` to create and populate the menu bar when the first window |
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is created (recommended) |
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is created (recommended) |
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