Earlier quoted context omitted.
Indeed, GLUT is not in active development (I would not say that it is "effectively dead" but rather that it "crystallized into a perfect form", but I digress). However, I was asking about "freeglut", which is a different thing, which is actively developed: last commit on 2019-03-26 dropped some unnecessary dependencies, for example.
I remember GLUT having some pretty significant deficiencies last time I looked at it. I guess FreeGLUT has added support for stuff like Unicode, high-DPI displays, etc... in the intervening years?
GLFW 3.3 Is Released
31–35 of 35 posts
Re: GLFW 3.3 Is Released
#32Earlier quoted context omitted.
I remember GLUT having some pretty significant deficiencies last time I looked at it. I guess FreeGLUT has added support for stuff like Unicode, high-DPI displays, etc... in the intervening years?
I just use freeglut to open a window and throw opengl into it, in a more or less portable way. The "gui" and "font" parts of freeglut are not really very useful (and they are missing in glfw anyway). Thus, unicode and high-dpi issues should be of no concern: as long as you can draw to your window and receive user input, what else do you need? What do you mean exactly by high-dpi "support"?
So, yes, high-DPI issues very much exist, and GLFW does the right thing.
Re: GLFW 3.3 Is Released
#33Earlier quoted context omitted.
How does GLFW compare to SFML? Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
GLFW, SDL, and SFML are on a scale from "lightweight" to "heavyweight". SFML is, by far, the largest, heaviest, and most opinionated of the three. GLFW is not much more than platform abstraction for multimedia (windows, input, OpenGL/Vulkan context creation, timing). Notably it is missing any kind of audio support, but you probably want to ues FMOD, Wwise, or iirKlang anyway. SDL is all of that, plus various utilitie…
Re: GLFW 3.3 Is Released
#34Earlier quoted context omitted.
How does GLFW compare to SFML? Edit: upon initial inspection it appears SFML is similar to SDL, which provides support for other features such has networking, audio etc.
GLFW, SDL, and SFML are on a scale from "lightweight" to "heavyweight". SFML is, by far, the largest, heaviest, and most opinionated of the three. GLFW is not much more than platform abstraction for multimedia (windows, input, OpenGL/Vulkan context creation, timing). Notably it is missing any kind of audio support, but you probably want to ues FMOD, Wwise, or iirKlang anyway. SDL is all of that, plus various utilitie…
Re: GLFW 3.3 Is Released
#35Can somebody explain what are the advantages of glfw over freeglut? (other than the non-issue of "being" old) I am using freeglut for casual opengl code, and I see no problem with it. Is there anything that I am missing?
Back when I was doing a lot with this stuff, GLUT was effectively dead. Stuff like MacOS HiDPI surfaces wasn't doable without going well outside of what GLUT wanted to help you with. GLFW has been under active development over that time period, unifying baseline OpenGL, OpenGL ES, and Vulkan stuff to build upon.