A low-level library for OpenGL context creation, written in pure Rust.
[dependencies]
glutin = "0.22.0-alpha1"
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Warning: these are examples for master. For the latest released version, 0.21, view here.
git clone https://github.com/rust-windowing/glutin
cd glutin
cargo run --example window
Glutin is an OpenGL context creation library and doesn't directly provide OpenGL bindings for you.
For examples, please look here.
Note that glutin aims at being a low-level brick in your rendering infrastructure. You are encouraged to write another layer of abstraction between glutin and your application.
Glutin is only officially supported on the latest stable version of the Rust compiler.
To compile the examples for android, you have to use the cargo apk
utility.
See the android-rs-glue
repository for instructions.
In order to use glutin with emscripten, start by compiling your code with --target=asmjs-unknown-emscripten
.
Then create an HTML document that contains this:
<canvas id="canvas"></canvas>
<script type="text/javascript">
var Module = {
canvas: document.getElementById('canvas')
};
</script>
<script type="text/javascript" src="target/asmjs-unknown-emscripten/debug/..." async></script>
Note: adjust the src
element of the script to point to the .js file that was produced by the compilation.
The Module
object is the link between emscripten and the HTML page.
See also this documentation.
The plan is that glutin tries to dynamically link-to and use wayland if possible. If it doesn't work, it will try xlib instead. This is work-in-progress.
Due to an issue with how mesa and Wayland play together, all shared contexts must use the same events pool as each other.
In order to build in XCode, you must link both UIKit.framework
and OpenGLES.framework
. In order for your app to not crash while attempting to obtain a context, you must also link CoreFoundation.framework
and GLKit.framework
.
Help! I'm receiving NoAvailablePixelFormat
!