The arch linux glfw package installs only the dynamically linked / shared object library in version 3.x. I guess the code::blocks template may still be configured for glfw 2.7, so update that (or if you must, install the old version from AUR)
Without an IDE, you could just use `pkg-config --cflags --libs glfw3` on the compiler line or in a Makefile. I have no idea how this is done in an IDE, but again if you specify the IDE in the title, you'll have better luck getting input from other code::blocks users.
You might need to try the above with or without trailing '/'.
Double check the values in "/usr/lib/pkgconfig/glfw3.pc". Maybe Code blocks can be even pointed to this pkgconfig file (I don't know though) to find the correct directories by itself.
Anyway I have found a (not fully working yet) workaround - it seems that prograndy was right about partial lack of GLFW3 compatibility in Code::Blocks.
I've created a new empty project and linked everything by myself (libglfw3.a, libX11.so, libXxf86vm.so, libpthread.a, libXrandr.so, libXi.so, libc.a). Then I've pasted a sample GLFW3 project to check if it's working correctly.
Everything seems to be compiling just right, except one thing:
Ok after much search I couldn't find a direct way using the glfw project template on code::blocks but I saw this tutorial that did that using another means so I hope this help and note after installing glfw via apt it seems not able to find what it needs after adding the path /usr.
If you cannot use these on your system, you can install the GLFW sharedlibrary using a package management system (e.g. apt install libglfw3on Debian or Ubuntu) or you can build and install it yourself bycompiling GLFW from source(use -DBUILD_SHARED_LIBS=ON).
Hello I've been using garuda linux kde dragonized edition for my gaming/school purpose. my one of my favorite game is minecraft and I tried to install the tlauncher but while launching gaming There's an error like this 'GLFW error 65543 GLX failed to create context: GLX badconfig (please make sure you have up-to-date drivers (see aka.ms/mcdriver) Please help me.Thank you
Finally, if you're interested in helping out with the development of GLFW or porting it to your favorite platform, we have an occasionally active developer's mailing list, or you could join us on #glfw.
On windows machine (System B) we open an Xterm and run the app, it does not seem to detect the Open GL version.
When we run the same app, directly on the linux machine, rather than through Xming, we see the below details
GL_Version: OpenGL ES 3.0 Mesa 12.0.6
GL_Renderer: Mesa DRI Intel Ivybridge Desktop.
calculates the FPS from the frame time and displays it in the window title. However, with just this and glClear() above, the FPS displayed in the title is very unstable (with each FPS update, it changes from 46 FPS to 87 FPS and back), even though back in the initialization step, I enabled VSync, and my display's frequency is 60 Hz. Furthermore, using Fraps, I found out that the program actually runs at a stable 60 FPS. So, what's the problem with my FPS calculation code (more specifically, why is glfwGetTime() producing inaccurate results - my code, being way too simple, just can't be wrong, it's a very simple calculation that cannot give errors of any kind)?
df19127ead