294 lines
10 KiB
Markdown
294 lines
10 KiB
Markdown
OpenTK
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======
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### MAINTAINERS WANTED
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OpenTK is a large project, with a huge number of components. We're looking to add a more maintainers to the team.
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Email [@varon](https://github.com/varon) or message him in Gitter if you'd like to help out.
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[![Join the chat at https://gitter.im/opentk/opentk](https://badges.gitter.im/opentk/opentk.svg)](https://gitter.im/opentk/opentk?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
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The Open Toolkit library is a fast, low-level C# binding for OpenGL, OpenGL ES and OpenAL. It runs on all major platforms and powers hundreds of apps, games and scientific research.
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Use OpenTK to add cross-platform 3d graphics, audio, compute and haptics to your C# application. Integrate it into your existing user interface or use it standalone without any external dependencies.
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Project website: https://opentk.github.io/
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Official git repository: https://github.com/opentk/opentk
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Features
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========
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- Create cutting-edge graphics with OpenGL 4.4 and OpenGL ES 3.0
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- Spice up your GUI with 3d acceleration
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- Improve your code flow with strong types and inline documentation
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- Write once run everywhere
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OpenTK is available for Windows, Linux, Mac OS X, *BSD, SteamOS, Android and iOS. It can be used standalone or integrated into a GUI (Windows.Forms, WPF, GTK+, Qt, VTK, ...)
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[Download binaries](http://www.opentk.com) or [NuGet packages](http://www.nuget.org/packages/OpenTK/)
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Instructions
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============
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The simplest way to use OpenTK in your project is to install the [NuGet package](http://www.nuget.org/packages/OpenTK/).
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Note what installing NuGet package will add reference to OpenTK.dll, but OpenTK.dll.config
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will not be copied to the project output directory automatically, so you need to add it to your project
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and then enable the "Copy to Output Directory" option (as in step 3 below).
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To build OpenTK from source, simply double-click OpenTK.sln and build through your IDE.
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Alternatively, open a command prompt and type:
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```
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git clone https://github.com/opentk/opentk # Download source code from git
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cd opentk # Enter the source directory
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./build.cmd # Build on .Net (Windows)
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./build.sh # Build on Mono (Linux / Mac OS X)
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```
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News
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====
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### 2017-05-08
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A pre-release package is available.
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https://www.nuget.org/packages/OpenTK/3.0.0-pre
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https://www.nuget.org/packages/OpenTK.GLControl/3.0.0-pre
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### 2016-09-23
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OpenTK 2.0.0 is now available for download from [Nuget](https://www.nuget.org/packages/OpenTK/2.0.0).
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Aside from being a maintenance release to bring the current package closer in-line with develop, this the project's first release since adopting a new build system.
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Release notes:
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- Moved to new FAKE/Paket based build system
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- Removed superfluous release configurations
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- Numerous other fixes and enhancements
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We would welcome any feedback on the package, so please open a GitHub issue if you require assistance or experience difficulties.
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### 2016-07-19
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The new OpenTK website is live. You can view it at [opentk.github.io](https://opentk.github.io/)
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We are currently looking for contributors for tutorials and other resources.
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### 2016-07-13
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A pre-release package is available.
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https://www.nuget.org/packages/OpenTK.Next/1.2.2336.6514-pre
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https://www.nuget.org/packages/OpenTK.Next.GLControl/1.2.2336.6514-pre
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*The OpenTK.Next package id will no longer be used for future releases.
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### 2014-07-24
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OpenTK 1.1.4c was released on 24 July 2014.
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This is a hotfix release that improves stability on Mac OS X. Moreover, it synchronizes the GamePad configuration database with SDL 2.0.4 and fixes an invalid GUID introduced in 1.1.4b.
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### 2014-07-21
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OpenTK 1.1.4 was released on 21 July 2014.
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This release resolves a number of identified issues, adds experimental support for Linux/KMS and synchronizes the OpenGL and OpenGL ES bindings with the July 2014 Khronos specifications.
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**Changelog:**
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1. Fixed a memory leak in OpenGL functions accepting a string array.
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2. Fixed an issue where `MakeCurrent()` might fail on Linux/X11 when using the Nvidia closed-source drivers.
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3. Fixed an issue where `GameWindow` might remain open on Linux/X11 after calling `Close()` or `Dispose()`.
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4. Fixed a potential crash on Mac OS X systems without hardware acceleration (e.g. virtual machines).
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5. Fixed function parameters for the `OES_byte_coordinates` extension.
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6. Fixed an issue where OpenTK would always perform a full rebuild even when a partial rebuild could work.
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7. Fixed all compilation warnings on VS2013 and Mono 3.4.0.
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8. Improved OpenGL and OpenGL ES documentation on 'count' parameters.
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9. New platform: Linux/KMS. You can now run OpenTK applications on a Linux terminal without an X11 display server.
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10. New OpenGL ES extensions:
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- ANDROID_extension_pack_es31a
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OpenTK 1.1.4 is backwards compatible with 1.1.3. Users of previous versions are **strongly** encouraged to upgrade.
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Known issues
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============
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1. The SDL2 backend has a number of limitations compared to the native platform backends. In particular, SDL2 does not support:
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- `OpenTK.GLControl`. OpenTK will automatically switch to a native platform backend instead.
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- `DisplayDevice.ChangeResolution()` without a fullscreen `INativeWindow`.
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- Switching between `WindowBorder.Fixed` and `WindowBorder.Resizable`.
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- High-resolution mouse input. Additionally, it is limited to a single keyboard and mouse device.
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2. OpenTK.Input.GamePad.SetVibration is currently not implemented. This API will be implemented in a future release.
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Contributing
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============
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1. Install git and a C# IDE (see requirements section below)
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2. Fork the _develop_ branch of https://github.com/opentk/opentk
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3. Commit your changes in small, incremental steps with clear descriptions
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4. When ready, issue a Pull Request (PR) against the _develop_ branch of https://github.com/opentk/opentk
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For details on coding style and best practices, refer to https://github.com/opentk/opentk/wiki/Contributing
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Some areas we could really use your help:
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- Tutorials for OpenGL 3.x and 4.x. [Inspiration here](https://github.com/g-truc/ogl-samples)
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- New platforms:
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- Native Client (NaCL)
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- Blackberry
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- Wayland
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- Mir
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- WinRT (via ANGLE)
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- New features:
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- Multitouch
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- Force feedback
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- Improved joystick support (HID backend for Windows, Linux)
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Further ideas for improvement are always welcome!
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Requirements
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============
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- Windows (XP/Vista/7/8), Linux, Mac OS X, *BSD, SteamOS, Android or iOS
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- For graphics, OpenGL drivers or a suitable emulator, such as [ANGLE](https://github.com/opentk/opentk/tree/develop/Dependencies/Readme.txt)
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- For audio, OpenAL drivers or [OpenAL Soft](https://github.com/opentk/opentk/tree/develop/Dependencies/Readme.txt)
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- To develop desktop applications: Visual Studio, Xamarin Studio, MonoDevelop or SharpDevelop
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- To develop Android applications: Xamarin Studio or the Xamarin Extensions for Visual Studio
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- To develop iOS applications: Xamarin Studio and XCode
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Documentation
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=============
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Your favorite IDE will display inline documentation for all OpenTK APIs. Additional information can be found in the [OpenTK Manual](http://www.opentk.com/doc) and in the [opentk/Documentation/](https://github.com/opentk/opentk/tree/develop/Documentation) folder.
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Technical documentation about the implementation of OpenTK can be found in the [Technical Wiki](https://github.com/opentk/opentk/wiki).
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Need Help?
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==========
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Post your questions at the [OpenTK forums](http://www.opentk.com/forum).
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Report bugs at https://github.com/opentk/opentk/issues
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License
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=======
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The Open Toolkit is distributed under the permissive MIT/X11 license and is absolutely free.
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http://www.opentk.com/project/license
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API compatibility
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=================
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OpenTK 1.1.4 is backwards compatible with 1.1.3.
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OpenTK 1.1.3 is backwards compatible with 1.1.2.
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OpenTK 1.1.2 is backwards compatible with 1.1.1.
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OpenTK 1.1.1 is backwards compatible with 1.1.0.
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OpenTK 1.1.0 is not backwards compatible with 1.0. Most projects will be able to upgrade without any modifications. Projects using the following signatures will have to implement the suggested changes:
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Namespace OpenTK.Graphics.OpenGL
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Change signature:
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- GL.MultiDrawArrays (`out` -> `ref`)
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- GL.Amd.DeletePerfMonitors (`out` -> `ref`)
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Change signature (may cause crash):
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- GL.Apple.ObjectPurgeable (returns `AppleObjectPurgeable` instead of `IntPtr`)
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- GL.Ext.SeparableFilter2D
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- GL.Ibm.EdgeFlagPointerList (`bool[]` -> `bool*[]`)
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- GL.NV.TransformFeedbackVaryings (`string[]` -> `int[]`)
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Change return type:
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- GL.WaitSync (returns `WaitSyncFlags` instead of `ArbSync`)
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Namespace OpenTK.Graphics.ES11
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Change return type:
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- GL.GetError (`ErrorCode` instead of `All`)
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Change `ref` parameters to `out`:
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- GL.GenBuffers
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- GL.GenTextures
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- GL.GetBoolean
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- GL.GetBufferParameter
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- GL.GetClipPlane
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- GL.GetClipPlanex
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- GL.GetFixed
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- GL.GetFloat
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- GL.GetInteger
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- GL.GetLight
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- GL.GetLightx
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- GL.GetMaterial
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- GL.GetMaterialx
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- GL.GetTexEnv
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- GL.GetTexEnvx
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- GL.GetTexParameter
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- GL.GetTexParameterx
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- GL.Oes.GenFramebuffers
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- GL.Oes.GetClipPlane
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- GL.Oes.GetClipPlanex
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- GL.Oes.GetFixed
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- GL.Oes.GetFramebufferAttachmentParameter
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- GL.Oes.GetLightx
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- GL.Oes.GetMaterialx
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- GL.Oes.GetRenderbufferParameter
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- GL.Oes.GetTexEnvx
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- GL.Oes.GetTexGen
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- GL.Oes.GetTexGenx
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- GL.Oes.GetTexParameterx
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- GL.Oes.QueryMatrixx
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- GL.NV.GenFences
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- GL.NV.GetFence
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Change namespace:
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- GL.ClipPlanefIMG -> GL.Img.ClipPlane
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- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
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Namespace OpenTK.Graphics.ES20.GL
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Change signature (may cause crash):
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- GL.NV.GetFence now takes three parameters instead of two
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Change `ref` parameters to `out`:
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- GL.GetActiveAttrib
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- GL.GetActiveUniform
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- GL.GetAttachedShaders
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- GL.GetProgramInfoLog
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- GL.GetShaderInfoLog
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- GL.GetShaderSource
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- GL.Amd.GetPerfMonitorCounterData
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- GL.Amd.GetPerfMonitorCounters
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- GL.Amd.GetPerfMonitorCounterString
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- GL.Amd.GetPerfMonitorGroup
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- GL.Amd.GetPerfMonitorGroupString
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- GL.Amd.SelectPerfMonitorCounters
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Change namespace:
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- GL.DisableDriverControlQCOM -> GL.Qcom.DisableDriverControl
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- GL.GetDriverControlsQCOM -> GL.Qcom.GetDriverControls
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- GL.GetDriverControlStringQCOM -> GL.Qcom.GetDriverControlString
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See also
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========
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[Delta Engine](http://deltaengine.net/), a high-level, open-source game engine.
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[MonoGame](https://github.com/mono/monogame), an open-source, cross-platform implementation of XNA.
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