OpenTK.Graphics 4.7.1

Prefix Reserved
There is a newer version of this package available.
See the version list below for details.
dotnet add package OpenTK.Graphics --version 4.7.1                
NuGet\Install-Package OpenTK.Graphics -Version 4.7.1                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="OpenTK.Graphics" Version="4.7.1" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add OpenTK.Graphics --version 4.7.1                
#r "nuget: OpenTK.Graphics, 4.7.1"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install OpenTK.Graphics as a Cake Addin
#addin nuget:?package=OpenTK.Graphics&version=4.7.1

// Install OpenTK.Graphics as a Cake Tool
#tool nuget:?package=OpenTK.Graphics&version=4.7.1                

GLes11, GLes20, GLes30, GL2, and GL4 bindings for dotnet from the Khronos openGL c library.

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 is compatible. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (20)

Showing the top 5 NuGet packages that depend on OpenTK.Graphics:

Package Downloads
OpenTK

The Open Toolkit is set of fast, low-level C# bindings for OpenGL, OpenGL ES, OpenAL and OpenCL. It runs on all major platforms and powers hundreds of apps, games and scientific research. It provides bindings for GLFW windowing, input and a game loop, and is the perfect start for your own game engine. OpenTK comes with simple and easy to follow tutorials for learning *modern* OpenGL. These are written by the community and represent all of the best practices to get you started. Learn how to use OpenTK here: https://opentk.net/learn/index.html Sample projects that accompany the tutorial can be found here: https://github.com/opentk/LearnOpenTK We have a very active discord server, if you need help, want to help, or are just curious, come join us! https://discord.gg/6HqD48s

OpenTK.GLControl

A WinForms control designed to wrap the OpenTK 4.x APIs.

GLWidget

GLWigdet for GTKSharp, using Opentk.

OpenTK.WinForms

A WinForms control designed to wrap the OpenTK 4.x APIs.

SharpGfx.OpenTK

Package Description

GitHub repositories (7)

Showing the top 5 popular GitHub repositories that depend on OpenTK.Graphics:

Repository Stars
Ryubing/Ryujinx
Nintendo Switch emulator written in C#, originally created by gdkchan.
ryujinx-mirror/ryujinx
Hard-fork of the Ryujinx project
h4lfheart/FortnitePorting
Automation of the Fortnite Porting Process
BoyBaykiller/IDKEngine
OpenGL Toy-"Engine" with Wavefront Path Tracer and Rasterizer with Voxel Cone Tracing/Global Illumination
Helion-Engine/Helion
A modern fast paced Doom FPS engine
Version Downloads Last updated
5.0.0-pre.13 2,018 11/11/2024
5.0.0-pre.12 1,736 9/25/2024
5.0.0-pre.11 1,566 8/9/2024
5.0.0-pre.10 4,701 3/7/2024
5.0.0-pre.9 3,209 10/16/2023
5.0.0-pre.8 16,274 10/28/2022
5.0.0-pre.7 9,266 4/19/2022
5.0.0-pre.6 4,422 6/16/2021
5.0.0-pre.5 546 5/29/2021
5.0.0-pre.4 457 5/22/2021
5.0.0-pre.3 8,540 3/10/2021
5.0.0-pre.2 337 3/9/2021
5.0.0-pre.1 779 3/8/2021
4.9.3 16,871 12/10/2024
4.9.2 3,082 12/10/2024
4.9.1 4,227 12/2/2024
4.8.2 290,949 12/2/2023
4.8.1 38,857 9/27/2023
4.8.0 37,548 7/17/2023
4.7.7 111,949 2/23/2023
4.7.6 5,811 2/22/2023
4.7.5 99,846 9/8/2022
4.7.4 65,415 6/17/2022
4.7.3 5,333 6/17/2022
4.7.2 1,317,642 5/3/2022
4.7.1 31,842 2/17/2022
4.6.7 81,354 9/13/2021
4.6.6 5,157 9/13/2021
4.6.5 4,964 9/13/2021
4.6.4 79,617 5/28/2021
4.6.3 21,303 3/27/2021
4.6.2 7,370 3/19/2021
4.6.1 6,949 3/19/2021
4.6.0 7,762 3/18/2021
4.5.0 115,173 2/14/2021
4.4.0 27,778 12/16/2020
4.3.0 112,772 11/21/2020
4.2.0 6,640 11/12/2020
4.1.0 7,687 11/6/2020
4.0.6 11,274 10/18/2020
4.0.5 5,683 10/18/2020
4.0.4 5,902 10/17/2020
4.0.3 5,991 10/14/2020
4.0.2 6,013 10/11/2020
4.0.1 7,210 10/6/2020
4.0.0 14,843 10/2/2020
4.0.0-pre9.10 503 10/1/2020
4.0.0-pre9.9 431 9/30/2020
4.0.0-pre9.8 384 9/29/2020
4.0.0-pre9.7 845 9/20/2020
4.0.0-pre9.6 577 9/14/2020
4.0.0-pre9.5 373 9/14/2020
4.0.0-pre9.4 1,233 8/30/2020

BREAKING: Simplifications to the `Monitors` api, hopefully it's easier to work with now. Old functions are marked `[Obsolete]` with directions for equivalent operations with the new API. (@NogginBops)
BREAKING: Changed `Span&lt;T&gt;` to `ReadOnlySpan&lt;T&gt;` in OpenAL bindings where appropriate. (@NogginBops)
API: Add more information to `MonitorInfo` such as human-readable names and supported video modes. (@NogginBops, @utkumaden)
API: Added component-wise division operators for vector types (@NogginBops, @wildniklin)
API: Added missing `One` and `Zero` static readonly fields to `Vector3i` (@NogginBops, @wildniklin)
API: Implemented `AL_SOFT_loop_points` OpenAL extension. (@NogginBops)
Passing `ContextAPI.NoAPI` in `NativeWindowSettings.ContextAPI` will not create an OpenGL context. This allows you to use `NativeWindow` to create a vulkan context, see #1334. (@arakis, @NogginBops)
Added warning to documentation that `ClientSize` will not be guaranteed to have updated values in the `OnMaximized` and `OnMinimized` callbacks. (@NogginBops, @wo80)
Updated to GLFW 3.3.5. (@NogginBops)
FIX: Fix invalid IL generation for some edge case GL ES functions, AOT compiling OpenTK now works correctly!! (@NogginBops, thanks @jkotas for helping me understand the issue)
FIX: Fix `Box3` documentation referencing 2D concepts. (@CaiB)
FIX: Fixed `MathHelper.MapRange` so that it no longer always throws division by zero exceptions. (@jdmisek)
FIX: Fixed `OnUnload` so that it's acutally called in all cases when closing the window. (@NogginBops, @adfcf)
FIX: Wrap all callbacks in exception handlers that will then rethrow these exceptions at the end of `NativeWindow.ProcessEvents()` so that exceptions don't unwind into native calls which is a problem on non-windows platforms. (@NogginBops, @PJB3005)
FIX: Fix `NativeWindow.IsExiting` and `NativeWindow.Exists` so that they actually contain correct values. (@NogginBops)
FIX: Fix `Box2d.Translate` and `Box2i.Translate`, this fix also fixes setting the `Box2d.Center` and `Box2i.Center` properties. (@NogginBops, @yts233)
FIX: Made JoystickCallback still work when multiple windows are used. (@TheBlubb14)
FIX: The MonitorCallback no longer gets garbage collected and crashes the program when called. (@NogginBops, @)
Deprecated the `Closed` event and then `OnClosed` virtual method, they where never called and now we explicitly say so. (@NogginBops)
Deprecated `NativeWindowSettings.IsFullscreen`, use `NativeWindowSettings.WindowState` instead. (@NogginBops)
Deprecated `NativeWindowSettings.IsMultiThreaded`, Render/Update split isn't a great idea then multithreading and users can easily spin up an "update" thread themselves. (@NogginBops)