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Converted docs to hybrid Markdown.
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@@ -23,25 +23,25 @@ This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header, and defines all the constants and types
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necessary for it to work on your platform.
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For example, under Windows you are normally required to include @c windows.h
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before including @c GL/gl.h. This would make your source file tied to Windows
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For example, under Windows you are normally required to include `windows.h`
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before including `GL/gl.h`. This would make your source file tied to Windows
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and pollute your code's namespace with the whole Win32 API.
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Instead, the GLFW header takes care of this for you, not by including @c
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windows.h, but rather by itself duplicating only the necessary parts of it. It
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does this only where needed, so if @c windows.h @em is included, the GLFW header
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Instead, the GLFW header takes care of this for you, not by including
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`windows.h`, but rather by itself duplicating only the necessary parts of it.
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It does this only where needed, so if `windows.h` *is* included, the GLFW header
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does not try to redefine those symbols.
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In other words:
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@arg Do @em not include the OpenGL headers yourself, as GLFW does this for you
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@arg Do @em not include @c windows.h or other platform-specific headers unless
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you plan on using those APIs directly
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@arg If you @em do need to include such headers, do it @em before including the
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GLFW and it will detect this
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* Do *not* include the OpenGL headers yourself, as GLFW does this for you Do
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* *not* include `windows.h` or other platform-specific headers unless
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you plan on using those APIs directly
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* If you *do* need to include such headers, do it *before* including the
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GLFW and it will detect this
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Starting with version 3.0, the GLU header @c glu.h is no longer included by
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default. If you wish to include it, define @c GLFW_INCLUDE_GLU before the
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Starting with version 3.0, the GLU header `glu.h` is no longer included by
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default. If you wish to include it, define `GLFW_INCLUDE_GLU` before the
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inclusion of the GLFW header.
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@code
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@@ -84,7 +84,7 @@ In case @ref glfwInit or any other GLFW function fails, an error is reported to
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the GLFW error callback. You can receive these reports by setting the error
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callback. The callback function itself should match the signature of @ref
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GLFWerrorfun. Here is a simple error callback that just prints the error
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description to @c stderr.
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description to `stderr`.
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@code
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void error_callback(int error, const char* description)
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@@ -113,7 +113,7 @@ pixels windowed mode window:
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GLFWwindow* window = glfwCreateWindow(640, 480, "My Title", NULL, NULL);
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@endcode
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If window creation fails, @c NULL will be returned, so you need to check whether
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If window creation fails, `NULL` will be returned, so you need to check whether
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it did.
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@code
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@@ -170,9 +170,9 @@ be checked with @ref glfwWindowShouldClose.
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When the user attempts to close the window, either by pressing the close widget
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in the title bar or using a key combination like Alt+F4, this flag is set to 1.
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Note that <b>the window isn't actually closed</b>, so you are expected to
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monitor this flag and either destroy the window or give some kind of feedback to
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the user.
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Note that **the window isn't actually closed**, so you are expected to monitor
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this flag and either destroy the window or give some kind of feedback to the
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user.
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@code
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while (!glfwWindowShouldClose(window))
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@@ -194,10 +194,10 @@ for example pressing the escape key.
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Once you have a current OpenGL context, you can use OpenGL normally. In this
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tutorial, a multi-colored rotating triangle will be rendered. The window size,
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needed here by @c glViewport and @c glOrtho, is retrieved using @ref
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needed here by `glViewport` and `glOrtho`, is retrieved using @ref
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glfwGetWindowSize. However, if you only need it for updating the viewport when
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the window size changes, you can set a window size callback using @ref
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glfwSetWindowSizeCallback and call @c glViewport from there.
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glfwSetWindowSizeCallback and call `glViewport` from there.
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@code
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void window_size_callback(GLFWwindow* window, int width, int height)
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@@ -211,7 +211,7 @@ void window_size_callback(GLFWwindow* window, int width, int height)
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For the triangle to rotate properly, a time source is needed. GLFW provides
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@ref glfwGetTime, which returns the number of seconds since @ref glfwInit as
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a @c double. The time source used is the most accurate on each platform and
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a `double`. The time source used is the most accurate on each platform and
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generally has micro- or nanosecond resolution.
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@code
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