Earlier quoted context omitted.
#include int main(void) { GLFWwindow* window; if (!glfwInit()) return -1; window = glfwCreateWindow(640, 480, "Hello World", NULL, NULL); if (!window) { glfwTerminate(); return -1; } glfwMakeContextCurrent(window); while (!glfwWindowShouldClose(window)) { /* Render here */ glfwSwapBuffers(window); glfwPollEvents(); } glfwTerminate(); return 0; } VS #include #include /* Our program's entry point */ int main(int argc,…
That doesn't show that GLFW is simpler than SDL. It just shows that GLFW has some simple defaults. How much complexity is added to the GLFW code if you want to require a minimum GL version and depth buffer size? Or a fulllscreen window?
window = glfwCreateWindow(640, 480, "Hello World", glfwGetPrimaryMonitor(), NULL);
Requesting a specific version with a particular depth: glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
glfwOpenWindowHint(GLFW_DEPTH_BIT, 24);
There you go.