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Merge branch '3.3-stable' into new-cursors-on-3.3-stable
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+28
-22
@@ -25,39 +25,41 @@ GLFW.
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#include <GLFW/glfw3.h>
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@endcode
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This header declares the GLFW API and by default also includes the OpenGL header
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from your development environment. See below for how to control this.
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This header defines all the constants and declares all the types and function
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prototypes of the GLFW API. By default it also includes the OpenGL header from
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your development environment. See [option macros](@ref build_macros) below for
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how to select OpenGL ES headers and more.
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The GLFW header also defines any platform-specific macros needed by your OpenGL
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header, so it can be included without needing any window system headers.
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header, so that it can be included without needing any window system headers.
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For example, under Windows you are normally required to include `windows.h`
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before the OpenGL header, which would bring in the whole Win32 API. The GLFW
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header duplicates the small number of macros needed.
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It does this only when needed, so if `windows.h` _is_ included, the GLFW header
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does not try to redefine those symbols. The reverse is not true, i.e.
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`windows.h` cannot cope if any of its symbols have already been defined.
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It does this only when needed, so if window system headers are included, the
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GLFW header does not try to redefine those symbols. The reverse is not true,
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i.e. `windows.h` cannot cope if any Win32 symbols have already been defined.
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In other words:
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- Do _not_ include the OpenGL headers yourself, as GLFW does this for you
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- Do _not_ include `windows.h` or other platform-specific headers unless you
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plan on using those APIs directly
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- If you _do_ need to include such headers, do it _before_ including
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the GLFW header and it will handle this
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- Use the GLFW header to include OpenGL or OpenGL ES headers portably
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- Do not include window system headers unless you will use those APIs directly
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- If you do need such headers, include them before the GLFW header
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If you are using an OpenGL extension loading library such as
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[glad](https://github.com/Dav1dde/glad), the extension loader header should
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be included _before_ the GLFW one.
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be included before the GLFW one. GLFW attempts to detect any OpenGL or OpenGL
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ES header or extension loader header included before it and will then disable
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the inclusion of the default OpenGL header. Most extension loaders also define
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macros that disable similar headers below it.
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@code
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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@endcode
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Alternatively the @ref GLFW_INCLUDE_NONE macro (described below) can be used to
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prevent the GLFW header from including the OpenGL header.
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Both of these mechanisms depend on the extension loader header defining a known
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macro. If yours doesn't or you don't know which one your users will pick, the
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@ref GLFW_INCLUDE_NONE macro will explicitly to prevent the GLFW header from
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including the OpenGL header. This will also allow you to include the two
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headers in any order.
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@code
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#define GLFW_INCLUDE_NONE
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@@ -105,7 +107,7 @@ __GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1
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`GLES3/gl31.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_ES32
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.2
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__GLFW_INCLUDE_ES32__ makes the GLFW header include the OpenGL ES 3.2
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`GLES3/gl32.h` header instead of the regular OpenGL header.
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@anchor GLFW_INCLUDE_NONE
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@@ -113,7 +115,8 @@ __GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES
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API header. This is useful in combination with an extension loading library.
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h`
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header (`OpenGL/gl.h` on macOS) is included.
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header (`OpenGL/gl.h` on macOS) is included, unless GLFW detects the inclusion
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guards of any OpenGL, OpenGL ES or extension loader header it knows about.
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The following macros control the inclusion of additional API headers. Any
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number of these may be defined simultaneously, and/or together with one of the
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@@ -219,12 +222,15 @@ find_package(OpenGL REQUIRED)
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@endcode
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like above.
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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target_link_libraries(myapp OpenGL::GL)
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@endcode
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For a minimal example of a program and GLFW sources built with CMake, see the
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[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
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@subsection build_link_cmake_package With CMake and installed GLFW binaries
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@@ -258,7 +264,7 @@ find_package(OpenGL REQUIRED)
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@endcode
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If OpenGL is found, the `OpenGL::GL` target is added to your project, containing
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library and include directory paths. Link against this like above.
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library and include directory paths. Link against this like any other library.
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@code{.cmake}
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target_link_libraries(myapp OpenGL::GL)
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+33
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@@ -18,43 +18,42 @@ behave differently in GLFW 3.
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@subsection quick_include Including the GLFW header
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In the source files of your application where you use OpenGL or GLFW, you need
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to include the GLFW 3 header file.
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In the source files of your application where you use GLFW, you need to include
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its header file.
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@code
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#include <GLFW/glfw3.h>
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@endcode
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This defines all the constants, types and function prototypes of the GLFW API.
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It also includes the OpenGL header from your development environment and
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defines all the constants and types necessary for it to work on your platform
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without including any platform-specific headers.
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This header provides all the constants, types and function prototypes of the
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GLFW API.
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In other words:
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By default it also includes the OpenGL header from your development environment.
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On some platforms this header only supports older versions of OpenGL. The most
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extreme case is Windows, where it typically only supports OpenGL 1.2.
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- Do _not_ include the OpenGL header yourself, as GLFW does this for you in
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a platform-independent way
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- Do _not_ include `windows.h` or other platform-specific headers unless
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you plan on using those APIs yourself
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- If you _do_ need to include such headers, include them _before_ the GLFW
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header and it will detect this
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On some platforms supported by GLFW the OpenGL header and link library only
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expose older versions of OpenGL. The most extreme case is Windows, which only
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exposes OpenGL 1.2. The easiest way to work around this is to use an
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[extension loader library](@ref context_glext_auto).
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If you are using such a library then you should include its header _before_ the
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GLFW header. This lets it replace the OpenGL header included by GLFW without
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conflicts. This example uses
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[glad2](https://github.com/Dav1dde/glad), but the same rule applies to all such
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libraries.
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Most programs will instead use an
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[extension loader library](@ref context_glext_auto) and include its header.
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This example uses files generated by [glad](https://gen.glad.sh/). The GLFW
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header can detect most such headers if they are included first and will then not
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include the one from your development environment.
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@code
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#include <glad/gl.h>
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#include <GLFW/glfw3.h>
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@endcode
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To make sure there will be no header conflicts, you can define @ref
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GLFW_INCLUDE_NONE before the GLFW header to explicitly disable inclusion of the
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development environment header. This also allows the two headers to be included
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in any order.
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@code
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <glad/gl.h>
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@endcode
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@subsection quick_init_term Initializing and terminating GLFW
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@@ -246,12 +245,16 @@ glViewport(0, 0, width, height);
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You can also set a framebuffer size callback using @ref
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glfwSetFramebufferSizeCallback and be notified when the size changes.
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Actual rendering with OpenGL is outside the scope of this tutorial, but there
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are [many](https://open.gl/) [excellent](https://learnopengl.com/)
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[tutorial](http://openglbook.com/) [sites](http://ogldev.atspace.co.uk/) that
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teach modern OpenGL. Some of them use GLFW to create the context and window
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while others use GLUT or SDL, but remember that OpenGL itself always works the
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same.
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The details of how to render with OpenGL is outside the scope of this tutorial,
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but there are many excellent resources for learning modern OpenGL. Here are
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a few of them:
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- [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/)
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- [Learn OpenGL](https://learnopengl.com/)
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- [Open.GL](https://open.gl/)
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These all happen to use GLFW, but OpenGL itself works the same whatever API you
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use to create the window and context.
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@subsection quick_timer Reading the timer
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+8
-3
@@ -4,8 +4,8 @@
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@tableofcontents
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This guide is intended to fill the gaps between the [Vulkan
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documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW
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This guide is intended to fill the gaps between the official [Vulkan
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resources](https://www.khronos.org/vulkan/) and the rest of the GLFW
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documentation and is not a replacement for either. It assumes some familiarity
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with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to
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the Vulkan documentation to explain the details of Vulkan functions.
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@@ -14,7 +14,12 @@ To develop for Vulkan you should download the [LunarG Vulkan
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SDK](https://vulkan.lunarg.com/) for your platform. Apart from headers and link
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libraries, they also provide the validation layers necessary for development.
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For details on a specific function in this category, see the @ref vulkan. There
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The [Vulkan Tutorial](https://vulkan-tutorial.com/) has more information on how
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to use GLFW and Vulkan. The [Khronos Vulkan
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Samples](https://github.com/KhronosGroup/Vulkan-Samples) also use GLFW, although
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with a small framework in between.
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For details on a specific Vulkan support function, see the @ref vulkan. There
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are also guides for the other areas of the GLFW API.
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- @ref intro_guide
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