Welcome
GLFW is a free, Open Source, multi-platform library for opening a window, creating an OpenGL context and managing input. It is easy to integrate into existing applications and does not lay claim to the main loop.
GLFW is written in C and has native support for Windows, Mac OS X and many Unix-like systems using the X Window System, such as Linux and FreeBSD.
GLFW is licensed under the zlib/libpng license.
Features
- Easy to use API in the style of the OpenGL APIs
- Gives you a window and OpenGL context with two function calls
- Explicit support for MSAA and OpenGL 3.2+, including profiles and flags
- Keyboard, mouse, joystick (except on Mac OS X) and time input
- Input can be either polled or delivered via callbacks
- Basic Unicode character input
- Supports both static and dynamic linking
- Open Source with a liberal OSI-certified license
- Makefiles or project files for most popular C/C++ compilers
- Examples and comprehensive documentation
If GLFW isn't what you are looking for, there are alternatives.
Version 2.7.2 released
August 12, 2011
GLFW 2.7.2 is available for download. It adds support for OpenGL 3.2 core profile contexts on OS X Lion and fixes a number of minor bugs in the Cocoa port.
Version 2.7.1 released
July 27, 2011
GLFW 2.7.1 is available for download. It adds bug fixes for a number of minor issues in version 2.7, as well as project files for Visual C++ 2010.
Version 3.0 Git repository opened
September 12, 2010
The chunk of code that will become version 3.0 can now be found in the Git repository at SourceForge.net. Please note that it is (at the time of writing) very early in development and that things may not work yet or even be present at all. The current state of the code is primarily intended to foster discussion.
Development of version 3.0 is coordinated via the glfw-dev mailing list.
There is a preliminary roadmap for 3.0 on our wiki.
Version 2.7 released
September 03, 2010
GLFW 2.7, codenamed "Godot", is available for download. It includes many bug fixes, build system updates and several new features, most notably explicit support for OpenGL 3.0 and later, and a new 64-bit capable Cocoa port.
Thanks to everyone who helped make this release possible.
GLFW now has a wiki
May 15, 2010
As there were issues with the MediaWiki instance on SourceForge.net, I set up a wiki on glfw.org that anyone may edit. Currently, it mostly contains the TODO list for version 2.7.
Help, GLFW 2.7 is still nearly done
May 5, 2010
I (elmindreda) unfortunately have a very limited amount of time to spend on GLFW. Version 2.7 is stable and better than 2.6 in pretty much every way, but there's still a few items left. If you have a little time to spare, please consider helping out with testing, bug fixing or just moral support on #glfw.
Revamped website launched
July 20, 2009
It's not entirely done, but still better than the former site.
Version 2.6 released
September 01, 2007
The final version of GLFW 2.6 has been released. You can find it here.
Some changes since the beta release are:
- FSAA now (finally) works on Win32 as well
- A slew of bugfixes in the mouse input code
- Process transformation for Mac OS X
Version 2.6 beta 1 released
May 06, 2007
Well, it took a while (way too long, in fact), but the first beta of GLFW version 2.6 has been released. The upside is that despite being a beta, is stable enough to be a recommended upgrade for all users. It's not finished, it's not perfect, but it's good. You can find it here.
Some of the highlights in version 2.6 are:
- Support for fullscreen antialiasing
- Support for non-resizable windows
- An expanded and improved image and texturing API
- Shared library, Universal binary and MinGW cross compiling build targets
- Installation build targets for Mac OS X and other Unix-like systems
- Much improved support for fullscreen windows on X11
Also note that this release obsoletes the AmigaOS and DOS platforms, due to non-existent community and maintainer interest.
If you find any bugs, please help us by reporting them in our bug tracker. If you encounter any problems using GLFW, please contact us.