|Number of watchers on Github||1101|
|Number of open issues||1|
|Average time to close an issue||6 days|
|Average time to merge a PR||1 day|
|Open pull requests||0+|
|Closed pull requests||7+|
|Last commit||over 1 year ago|
|Repo Created||almost 4 years ago|
|Repo Last Updated||about 1 year ago|
|Organization / Author||polytonic|
|Do you use Glitter? Leave a review!|
|View Glitter activity|
|View on github|
|Fresh, new opensource launches 🚀🚀🚀|
Trendy new open source projects in your inbox! View examples
Glitter is a dead simple boilerplate for OpenGL, intended as a starting point for the tutorials on learnopengl.com and open.gl. Glitter compiles and statically links every required library, so you can jump right into doing what you probably want: how to get started with OpenGL.
Glitter has a single dependency: cmake, which is used to generate platform-specific makefiles or project files. Start by cloning this repository, making sure to pass the
--recursive flag to grab all the dependencies. If you forgot, then you can
git submodule update --init instead.
git clone --recursive https://github.com/Polytonic/Glitter cd Glitter cd Build
Now generate a project file or makefile for your platform. If you want to use a particular IDE, make sure it is installed; don't forget to set the Start-Up Project in Visual Studio or the Target in Xcode.
# UNIX Makefile cmake .. # Mac OSX cmake -G "Xcode" .. # Microsoft Windows cmake -G "Visual Studio 14" .. cmake -G "Visual Studio 14 Win64" .. ...
Many people overlook how frustrating it is to install dependencies, especially in environments lacking package managers or administrative privileges. For beginners, just getting set up properly set up can be a huge challenge. Glitter is meant to help you overcome that roadblock.
Glitter provides the most basic windowing example. It is a starting point, and tries very hard not to enforce any sort of directory structure. Feel free to edit the include paths in
CMakeLists.txt. Glitter bundles most of the dependencies needed to implement a basic rendering engine. This includes:
|OpenGL Function Loader||glad|
|Windowing and Input||glfw|
I have provided sample implementations of an intrusive tree mesh and shader class, if you're following along with the tutorials and need another reference point. These were used to generate the screenshot above, but will not compile out-of-the-box. I leave that exercise for the reader. :smiley:
The MIT License (MIT)
Copyright (c) 2015 Kevin Fung
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (theSoftware), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDEDAS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.