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clarify use of GLFW #10

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incanus opened this issue Jan 27, 2014 · 2 comments
Closed

clarify use of GLFW #10

incanus opened this issue Jan 27, 2014 · 2 comments

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@incanus
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incanus commented Jan 27, 2014

I'm curious what the rationale behind using GLFW is. In my mind, the benefit to going native is support on mobile and embedded systems, but GLFW is currently designed for desktop platforms:

Currently, GLFW supports Windows, OS X and Unix-like operating systems with the X Window System, such as Linux and FreeBSD.

There is a brief nod to OpenGL ES on the homepage but not great progress on iOS so far:

Hello.
This is possible to use GLFW to build for iOS?

No.

Asking because I'm wondering if it makes more sense to port GLFW to iOS or to go at things directly. Coming off of the Ejecta work, I'm not relishing another intermediary platform for unclear benefit reasons.

@kkaefer
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kkaefer commented Jan 28, 2014

GLFW is not used in the core renderer; we currently just use it to create GL contexts on desktop platforms. All GLFW-specific code is currently contained in /macosx, and it is only linked in a separate build target, not the main libllmr.a. For iOS, we should use the Apple-specific APIs for creating GL contexts and handling touch input. (at some point, we can do the same thing for OS X too, it was just easier to get started with GLFW because I didn't have to learn all the Objective-C specific OS X API)

@incanus
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incanus commented Jan 28, 2014

Cool, thanks, that's what I suspected but just wanted to be sure. Going the GLKit route so far with iOS.

@incanus incanus closed this as completed Jan 28, 2014
This was referenced Aug 14, 2019
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