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glutin - OpenGL, UTilities and INput

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Alternative to GLFW in pure Rust.

Build Status

Try it!

git clone https://github.com/tomaka/glutin
cd glutin
cargo test
./target/test/window    # or target\test\window.exe

Usage

extern crate glutin;
extern crate libc;
extern crate gl;

fn main() {
    let window = glutin::Window::new().unwrap();

    unsafe { window.make_current() };

    gl::load_with(|symbol| window.get_proc_address(symbol));

    gl::ClearColor(0.0, 1.0, 0.0, 1.0);

    while !window.is_closed() {
        window.wait_events();

        gl::Clear(gl::COLOR_BUFFER_BIT);

        window.swap_buffers();
    }
}

Platform-specific notes

Android

  • To compile the examples for android, initialize the submodules, go to deps/apk-builder/apk-builder and run cargo build, then go back to gl-init and call ANDROID_HOME=/path/to/sdk NDK_HOME=/path/to/ndk NDK_STANDALONE=/path/to/standalone cargo test --no-run --target=arm-linux-androideabi
  • Events are not implemented
  • Headless rendering doesn't work

Emscripten

  • Work will start when Emscripten gets updated to LLVM 3.5 (which should happen soon)

OS/X

  • Events are not implemented

Win32

  • Pixel formats are not implemented
  • If you don't have MinGW installed, you will need to provide libgdi32.a and libopengl32.a ; you can put them in C:\Users\you\.rust
  • If you don't have make in your PATH, you can pass --no-default-features --features "window" when compiling (see also)

X11

  • Some input events are not implemented
  • Pixel formats not implemented
  • The implementation probably needs a cleanup