GLFW 3.1 Brings Experimental Mir & Wayland Support, Floating Windows
Version 3.1 of the GLFW OpenGL library for creating and managing windows/OpenGL contexts and handling input/events is now available.
GLFW 3.1 that is supported by Windows, OS X, Linux, and BSD platforms has some interesting experimental changes this time around for Linux users... GLFW 3.1 has experimental support for Wayland and Mir! There's experimental Wayland protocol support available at build-time along with a Mir display server back-end that can be opted into via the CMake build system.
Other changes with GLFW 3.1 is support for custom mouse cursor images, a window frame size query, simultaneous multi-monitor rendering, floating windows support, direct access to window attributes and cursor positioning, better interoperability with the Oculus Rift VR headset, and many other changes.
Those wishing to find out more about the GLFW 3.1 library release can see the prominent release changes via GLFW.org. The GLFW library is used by the Horde3D open-source rendering engine, the Barok Engine, the TimeLines: Assault on America game, and various other game/engine projects -- for the few not relying upon SDL2 or other abstraction libraries.
GLFW 3.1 that is supported by Windows, OS X, Linux, and BSD platforms has some interesting experimental changes this time around for Linux users... GLFW 3.1 has experimental support for Wayland and Mir! There's experimental Wayland protocol support available at build-time along with a Mir display server back-end that can be opted into via the CMake build system.
Other changes with GLFW 3.1 is support for custom mouse cursor images, a window frame size query, simultaneous multi-monitor rendering, floating windows support, direct access to window attributes and cursor positioning, better interoperability with the Oculus Rift VR headset, and many other changes.
Those wishing to find out more about the GLFW 3.1 library release can see the prominent release changes via GLFW.org. The GLFW library is used by the Horde3D open-source rendering engine, the Barok Engine, the TimeLines: Assault on America game, and various other game/engine projects -- for the few not relying upon SDL2 or other abstraction libraries.
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