OpenGL в PHP не привлекая внимания санитаров: Привет, OpenGL
В предыдущей статье мы открыли окно. Теперь давайте его не просто игнорировать. Как на счёт вкорячить в него поддержку OpenGL?
OpenGL в PHP не привлекая внимания санитаров: Привет, OpenGL
В предыдущей статье мы открыли окно. Теперь давайте его не просто игнорировать. Как на счёт вкорячить в него поддержку OpenGL?
OpenGL в PHP не привлекая внимания санитаров: Hello Window
Это ведь когда-то должно было произойти... В мире уже есть примерно бесконечное количество туториалов формата "OpenGL Tutorial" (( раз , двас )). Возникает логичный вопрос: Зачем ещё один? Ответ: Чтобы наконец перевести их! Так что я просто их решил перевести с С/С++ на PHP. А вы что подумали? Я с английского их переводить собрался?
I've add a background 🖼️ and change the light 💡 rendering.
For who ones who has an interest, you can download the new version from "Dima stand 🧍♂️" Codeberg page 🏔️👉 https://codeberg.org/xolatgames/Dima-stand/releases/tag/v0.3.0
Or check its source code 👉 https://codeberg.org/xolatgames/Dima-stand
#opengl #gl #opengl3 #glfw #glfw3 #cpp #cpluplus #cmake #cmake3 #gles3 #OpenGLES3 #gles #3d #blender #blender3d #gimp #gimp3 #3dgame #simulator #simulators #codelite #Dima #idle
Hello again! So I've add a ground also, and rotation in both x and y axes 👉 https://codeberg.org/xolatgames/Dima-stand
And also prepare the game to publish (and published a game's executable), so you can download the new version as executable file now 👉 https://codeberg.org/xolatgames/Dima-stand/releases/tag/v0.2.0
Have a good evening and night to everyone! ✌️😉
#opengl #gl #OpenGL3 #glfw #glfw3 #gamedev #simulator #simulators #opensource #codeberg #codelite #cmake #blender #blender3d #gimp #3d #gimp3 #devlog #game #games #glm #glsl #cpp #cplusplus
So, I couldn't resist, and added a texture, and an animation to the game about Dima who just stand 🧍♂️👉 https://codeberg.org/xolatgames/Dima-stand
And, you can also try to build this game through CMake now, so you don't need to install CodeLite for building this game especially.
#opengl #gl #glfw #glfw3 #cpp #cpluplus #gimp #3d #gimp3 #blender #blender3d #development #dev #devlog #opensource #codeberg #cmake #cmake3 #codelite #glsl #simulator #3danimation #simulators #opengl3
Hello everyone! ✌️
Here's small (tiny) update of "Dima Defense" 👉 https://codeberg.org/xolatgames/Dima-Defense/releases/tag/v0.4.1
And I taken a decision to rewrite "Dima stand 🧍♂️" 👉 https://codeberg.org/xolatgames/Dima-stand
Now he use GLFW and OpenGL instead of Ogre3D framework.
But more details about this on my devlog 👉 https://xolat.games/devlogs/2026/02/22/post/ 😉
#opengl #development #devlog #dev #gamedev #glfw #gl #glsl #libgdx #java #towerdefense #cpp #cplusplus #blender #opengl3 #shader #shaders #frustration #2d #3d #blender3d #gcc #codelite #netbeans #rewriting
Wayland's "you can only swap when we say" strikes again (on some compositors):
https://github.com/glfw/glfw/issues/2800
We will probably have to code a workaround. The workaround will not be what the Wayland compositors want this to achieve, but will instead waste more system resources as well as peoples time.
I would be *extremely* pro this option if it was opt-in to only swap if visible.
AAA why are gamepads so messed up, why can't we have a nice standardized gamepad interface
`glfwJoystickIsGamepad` returns false for me for some reason with a completely normal Xbox Wireless Controller connected via Bluetooth. This seems like the absolute simplest possible case, that has to be like the most mainstream and widespread controller possible yet it still doesn't work
I made a forum thread: https://discourse.glfw.org/t/glfwjoystickisgamepad-returns-false-for-an-xbox-wireless-controller/2976 + a GH issue: https://github.com/glfw/glfw/issues/2797
When I connect an Xbox Wireless Controller to my computer (running macOS 26), glfwJoystickIsPresent(0) returns true, but glfwJoystickIsGamepad(0) returns false. Here’s a small test program I wrote which demonstrates the issue: #include <GLFW/glfw3.h> #include <cstdlib> #include <iostream> int main() { if (!glfwInit()) abort(); GLFWwindow *window = glfwCreateWindow(640, 480, "GLFW Test", nullptr, nullptr); if (!window) abort(); while (!glfwWindowShouldClose(window)) { glfwPollEvents();...
Spent some time today looking at another Wayland event issue in GLFW I can't replicate:
https://github.com/glfw/glfw/issues/2793
Do note that the linked code in that issue is *really* rough.
It appears that an event is being read from the file descriptor to a queue but not dispatched to the event handlers. This appears not to be in GLFW code, but potentially driver code for eglSwapBuffers.
I am using Ubuntu 25.10 with wayland and am having trouble getting the key callback to receive a GLFW_REPEAT action. I have confirmed the problem with Ubuntu’s GLFW 3.4 package, compiling 3.4 from ...
Draft PR for GLFW:
glfwWaitEvents (and glfwWaitEventsTimeout) which only return if GLFW events are encountered (or timeout).
This resolves issues with these functions returning early when they shouldn't. I use these to implement Avoyd's power saving for example.
Since my Mac died I've not yet implemented the Cocoa backend, but will likely rent some remote desktop time at some point to add this. Cross platform open source can get expensive!
This is a draft PR with a fix for issues #685, #1911 and #2600 which works by only returning from the wait if either a GLFW relevant event is encountered or the timeout is reached if set. Current s...