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Back when I was doing a lot with this stuff, GLUT was effectively dead. Stuff like MacOS HiDPI surfaces wasn't doable without going well outside of what GLUT wa
by eropple 8y ago
Back when I was doing a lot with this stuff, GLUT was effectively dead. Stuff like MacOS HiDPI surfaces wasn't doable without going well outside of what GLUT wanted to help you with. GLFW has been under active development over that time period, unifying baseline OpenGL, OpenGL ES, and Vulkan stuff to build upon.
- VirtualAirwaves 8y agoWhat?!
- enriquto 8y agoIndeed, GLUT is not in active development (I would not say that it is "effectively dead" but rather that it "crystallized into a perfect form", but I digress). However, I was asking about "freeglut", which is a different thing, which is actively developed: last commit on 2019-03-26 dropped some unnecessary dependencies, for example.
- jandrese 8y agoI remember GLUT having some pretty significant deficiencies last time I looked at it. I guess FreeGLUT has added support for stuff like Unicode, high-DPI displays, etc... in the intervening years?
- enriquto 8y agoI just use freeglut to open a window and throw opengl into it, in a more or less portable way. The "gui" and "font" parts of freeglut are not really very useful (and they are missing in glfw anyway). Thus, unicode and high-dpi issues should be of no concern: as long as you can draw to your window and receive user input, what else do you need? What do you mean exactly by high-dpi "support"?
- eropple 8y agoYou have to explicitly opt into a Retina display context on MacOS in order to get a window into which you can render at high DPI (2x the physical dimensions). You cannot mimic this with transform matrices; the render target will be rasterized at low-DPI and interpolated. So, yes, high-DPI issues very much exist, and GLFW does the right thing.