Ioannis Tsakpinis

Results 210 comments of Ioannis Tsakpinis

GLFW has `GLFW_OSMESA_CONTEXT_API` now, which you can use in `glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_OSMESA_CONTEXT_API)`. It is meant to be used for headless rendering. You will also find useful information in the GLFW issues...

You could also submit a pull request that adds `NV_conservative_raster`. The LWJGL extension templates are fairly simple, see [NV_multisample_coverage](https://github.com/LWJGL/lwjgl/blob/master/src/templates/org/lwjgl/opengl/NV_multisample_coverage.java) as an example.

This would be a great feature to support, but this patch exposes Linux-specific functionality to the public Keyboard API. Also, there's nothing about other OSes, don't we need similar functionality...

According to [this](https://www.reddit.com/r/Minecraft/comments/6724o9/lwjgl3/dgoaqax/), a Minecraft release that uses LWJGL 3 will soon be available. This is one of the issues that will trivially go away by the move to GLFW.

The only correct solution is to use the libXrandr API instead of parsing the xrandr command output. This is what GLFW does in LWJGL 3. Has anyone tried [lwjglx](https://github.com/kappaOne/lwjglx) with...

It's not a problem, LWJGL can include the bindings without distributing the FMOD binaries. Similar to how bindings like Vulkan, OpenCL and EGL do not have any natives. FMOD provides...

The next 3.3.2 snapshot is going to include bindings for FMOD (core, studio and fsbank APIs). As mentioned above, the native libraries will be included, they'll have to be downloaded...

Hey @SkyAphid, This is completely normal. There's nothing wrong with LWJGL or the recording software. Even if you ignore the bandwidth required and the encoding/storage overhead, reading back the framebuffer...

Hey @pderoovere, Could you please try again with the latest LWJGL snapshot? Also, make sure `-XstartOnFirstThread` is **not** used and that JavaFX is initialized first, before touching anything in GLFW.