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Remove compile-time client library selection
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@@ -90,10 +90,7 @@ Once you have Xcode installed, move on to @ref compile_generate.
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To compile GLFW for X11, you need to have the X11 and OpenGL header packages
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installed, as well as the basic development tools like GCC and make. For
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example, on Ubuntu and other distributions based on Debian GNU/Linux, you need
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to install the `xorg-dev` and `libgl1-mesa-dev` packages. The former pulls in
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all X.org header packages and the latter pulls in the Mesa OpenGL development
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packages. Note that using header files and libraries from Mesa during
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compilation _will not_ tie your binaries to the Mesa implementation of OpenGL.
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to install the `xorg-dev` package, which pulls in all X.org header packages.
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Once you have installed the necessary packages, move on to @ref
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compile_generate.
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@@ -183,12 +180,6 @@ library or as a DLL / shared library / dynamic library.
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is empty, it is installed to `${CMAKE_INSTALL_PREFIX}/lib`. If it is set to
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`64`, it is installed to `${CMAKE_INSTALL_PREFIX}/lib64`.
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`GLFW_CLIENT_LIBRARY` determines which client API library to use. If set to
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`opengl` the OpenGL library is used, if set to `glesv1` for the OpenGL ES 1.x
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library is used, or if set to `glesv2` the OpenGL ES 2.0 library is used. The
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selected library and its header files must be present on the system for this to
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work.
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`GLFW_BUILD_EXAMPLES` determines whether the GLFW examples are built
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along with the library.
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@@ -249,8 +240,8 @@ defines `_GLFW_USE_CONFIG_H`, which causes this header to be included by
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macros to be defined on the command-line.
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Three macros _must_ be defined when compiling GLFW: one selecting the window
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creation API, one selecting the context creation API and one client library.
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Exactly one of each kind must be defined for GLFW to compile and link.
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creation API and one selecting the context creation API. Exactly one of each
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kind must be defined for GLFW to compile and link.
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The window creation API is used to create windows, handle input, monitors, gamma
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ramps and clipboard. The options are:
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@@ -271,20 +262,6 @@ configurations and to create contexts. The options are:
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Wayland and Mir both require the EGL backend.
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The client library is the one providing the OpenGL or OpenGL ES API, which is
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used by GLFW to probe the created context. This is not the same thing as the
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client API, as many desktop OpenGL client libraries now expose the OpenGL ES API
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through extensions. The options are:
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- `_GLFW_USE_OPENGL` for the desktop OpenGL (opengl32.dll, libGL.so or
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OpenGL.framework)
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- `_GLFW_USE_GLESV1` for OpenGL ES 1.x (experimental)
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- `_GLFW_USE_GLESV2` for OpenGL ES 2.x (experimental)
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Note that `_GLFW_USE_GLESV1` and `_GLFW_USE_GLESV2` may only be used with EGL,
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as the other context creation APIs do not interface with OpenGL ES client
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libraries.
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If you are building GLFW as a shared library / dynamic library / DLL then you
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must also define `_GLFW_BUILD_DLL`. Otherwise, you may not define it.
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