#include #include #include int main() { // Initialise GLFW glewExperimental = true; // Needed for core profile if (!glfwInit()) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwWindowHint(GLFW_SAMPLES, 4); // 4x antialiasing glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); // We want OpenGL 3.3 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL // Open a window and create its OpenGL context GLFWwindow* window; // (In the accompanying source code, this variable is global for simplicity) window = glfwCreateWindow( 1024, 768, "Tutorial 01", NULL, NULL); if (window == NULL) { fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" ); glfwTerminate(); return -1; } glfwMakeContextCurrent(window); // Initialize GLEW glewExperimental=true; // Needed in core profile if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } // Ensure we can capture the escape key being pressed below glfwSetInputMode(window, GLFW_STICKY_KEYS, GL_TRUE); do { // Clear the screen. It's not mentioned before Tutorial 02, but it can cause flickering, so it's there nonetheless. glClear(GL_COLOR_BUFFER_BIT); // Draw nothing, see you in tutorial 2 ! // Swap buffers glfwSwapBuffers(window); glfwPollEvents(); } while ( // Check if the ESC key was pressed or the window was closed glfwGetKey(window, GLFW_KEY_ESCAPE ) != GLFW_PRESS && glfwWindowShouldClose(window) == 0 ); }