WebMay 21, 2024 · That answer pretty much sums it up. For the callback, you'll need to use a compatible function (e.g. free or static). Within that function, you can then call a corresponding member function on an instance of your class. You can store a pointer to the instance of your choice using the GLFW 'user pointer' feature (as the FAQ suggests) or … WebJun 19, 2024 · Whenever I resize a GLFW window it doesn't draw while I'm resizing the window. The newly exposed part of the window only gets drawn on after I finish resizing the window. ... From a bit of testing, it looks like it's best for the resize callback to request a ctx switch from the render loop, so the render loop doesn't have to worry about ctx ...
mineworld/window.cpp at master · yuchenxi2000/mineworld · …
WebJul 21, 2024 · In the main thread I initialize GLFW, create a window, set the framebuffer size callback, call gladLoadGLLoader and at the end I call glfwMakeContextCurrent(nullptr). After that, the main thread never does anything related to GLFW or OpenGL again. ... when I resize my window, the framebuffer size callback is executed as expected, but the call ... WebFeb 22, 2024 · GLFW window resize lag. OpenGL. fromage February 22, 2024, 3:05am #1. Hi folks, I’m writing an OpenGL program (because Vulkan doesn’t seem to be ready for … tft the golden egg
GLFW: Resize callback stall - GameDev.net
WebApr 7, 2015 · Hello, inside Window::init() you call glfwSetWindowSizeCallback to use glViewport in the callback.. In GLFW's documentation they say why you shouldn't use … WebYour driver probably clears the default framebuffer to black when it's created, but not when it's resized. If you throw a glClear either in your resize callback or inside your render loop it should fix it. 1 J_done • 1 yr. ago That indeed was the issue , thank you very much !! jonathanhiggs • 1 yr. ago WebglfwWindowHint(GLFW_RESIZABLE, allow_resize ? GLFW_TRUE : GLFW_FALSE); glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_TRUE); GLFWwindow* window = glfwCreateWindow(width, height, name, nullptr, nullptr); ... // Store the active modifiers for later because GLFW doesn't provide them in the callbacks to the mouse input events. tft theme