Project Release Information
This release replaces Cygwin cross-compilation with better MinGW and MSYS support, adds support for POSIX monotonic timers, adds the GLFW_INCLUDE_GL3 to make GLFW include the draft gl3.h header instead of gl.h, and fixes a number of bugs.
This release adds support for OpenGL 3.2 core profile on OS X Lion. It fixes a few minor bugs in the Cocoa port.
Many minor issues have been fixed. Most notably, a buffer overflow in WGL context creation was fixed, a test was added for the WGL_ARB_create_context_profile extension, a regression in the dlopen code path was fixed, a termination error in GLX context creation has been fixed, the active and iconified states are now tracked on Cocoa, and Win32 window iconification has been improved. Projects files for Visual C++ 2010 have been added. A test for dynamic linking has been added.
Many bugs have been fixed. Explicit support for OpenGL 3.2+ context creation has been added. Proper EWMH and ICCCM compliance has been implemented. A 64-bit capable Cocoa port has been added. The LaTeX documentation has been expanded. The Carbon port has been deprecated. The Pascal and D bindings have been updated. More keys are supported, a number of test programs have been added. The X11 build system has been improved. The deprecated DOS and AmigaOS ports have been removed. Several unmaintained language bindings have been removed.
Many bugs have been fixed, including the
fullscreen problems on X11. Support for fullscreen
antialiasing has been added. The image and texture
API has been enhanced. Windows can be made
non-resizable. Threads can explicitly yield. The
build system has been improved. Shared library,
universal binary, and MinGW cross compiling
targets now exist. Improvements since the beta
release include a slew of mouse input bugfixes,
working FSAA on Win32, process transformation on
Mac OS X, and various other bugfixes.
GLFW is a portable framework for OpenGL application development. It handles operating system specific tasks such OpenGL window management, resolution switching, keyboard, mouse, and joystick input, timer input, creating threads, and more.