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A multi-platform library for OpenGL, OpenGL ES and Vulkan development on the desktop. It provides a simple API for creating windows, contexts and surfaces, receiving input and events.

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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */

/**
 * Contains bindings to the GLFW library.
 * 
 * 

GLFW comes with extensive documentation, which you can read online here. The * Frequently Asked Questions are also useful.

* *

Using GLFW on macOS

* *

On macOS the JVM must be started with the {@code -XstartOnFirstThread} argument for GLFW to work. This is necessary because most GLFW functions must be * called on the main thread and the Cocoa API requires that thread to be the first thread in the process. GLFW windows and the GLFW event loop are * incompatible with other window toolkits (such as AWT/Swing or JavaFX).

* *

Applications that cannot function with the above limitation may set {@link org.lwjgl.system.Configuration#GLFW_LIBRARY_NAME GLFW_LIBRARY_NAME} to the * value {@code "glfw_async"}. This will instruct LWJGL to load an alternative GLFW build that dispatches Cocoa calls to the main thread in blocking mode. * The other window toolkit must be initialized (e.g. with AWT's {@code Toolkit.getDefaultToolkit()}) before {@link org.lwjgl.glfw.GLFW#glfwInit Init} is called.

*/ @org.lwjgl.system.NonnullDefault package org.lwjgl.glfw;




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