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clarify use of GLFW #10
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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) |
Cool, thanks, that's what I suspected but just wanted to be sure. Going the GLKit route so far with iOS. |
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This was referenced Jan 16, 2015
This was referenced Mar 25, 2015
This was referenced Feb 7, 2018
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This was referenced Jan 24, 2019
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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:
There is a brief nod to OpenGL ES on the homepage but not great progress on iOS so far:
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.
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