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Documentation work
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@@ -69,7 +69,7 @@ if (!glfwInit())
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}
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@endcode
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Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be just one and zero.
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Note that `GLFW_TRUE` and `GLFW_FALSE` are and will always be one and zero.
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When you are done using GLFW, typically just before the application exits, you
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need to terminate GLFW.
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@@ -86,14 +86,12 @@ functions that require it.
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@subsection quick_capture_error Setting an error callback
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Most events are reported through callbacks, whether it's a key being pressed,
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a GLFW window being moved, or an error occurring. Callbacks are simply
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C functions (or C++ static methods) that are called by GLFW with arguments
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describing the event.
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a GLFW window being moved, or an error occurring. Callbacks are C functions (or
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C++ static methods) that are called by GLFW with arguments describing the event.
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In case a GLFW function fails, an error is reported to the GLFW error callback.
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You can receive these reports with an error callback. This function must have
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the signature below. This simple error callback just prints the error
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description to `stderr`.
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the signature below but may do anything permitted in other callbacks.
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@code
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void error_callback(int error, const char* description)
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@@ -249,7 +247,7 @@ 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](http://learnopengl.com/)
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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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