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# GLFW
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2013-02-04 04:46:02 -05:00
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## Introduction
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GLFW is a free, Open Source, portable library for OpenGL and OpenGL ES
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application development. It provides a simple, platform-independent API for
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creating windows and contexts, reading input, handling events, etc.
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2013-09-24 15:35:37 -04:00
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Version 3.0.4 is *not yet described*. As this is a patch release, there are no
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API changes.
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If you are new to GLFW, you may find the
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[introductory tutorial](http://www.glfw.org/docs/latest/quick.html) for GLFW
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3 useful. If you have used GLFW 2 in the past, there is a
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[transition guide](http://www.glfw.org/docs/latest/moving.html) for moving to
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the GLFW 3 API.
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## Compiling GLFW
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### Dependencies
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To compile GLFW and the accompanying example programs, you will need **CMake**,
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which will generate the project files or makefiles for your particular
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development environment. If you are on a Unix-like system such as Linux or
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FreeBSD or have a package system like Fink, MacPorts, Cygwin or Homebrew, you
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can simply install its CMake package. If not, you can get installers for
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Windows and OS X from the [CMake website](http://www.cmake.org/).
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Additional dependencies are listed below.
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#### Visual C++ on Windows
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The Microsoft Platform SDK that is installed along with Visual C++ contains all
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the necessary headers, link libraries and tools except for CMake.
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#### MinGW or MinGW-w64 on Windows
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These packages contain all the necessary headers, link libraries and tools
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except for CMake.
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#### MinGW or MinGW-w64 cross-compilation
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Both Cygwin and many Linux distributions have MinGW or MinGW-w64 packages. For
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example, Cygwin has the `mingw64-i686-gcc` and `mingw64-x86_64-gcc` packages
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for 32- and 64-bit version of MinGW-w64, while Debian GNU/Linux and derivatives
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like Ubuntu have the `mingw-w64` package for both.
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GLFW has CMake toolchain files in the `CMake/` directory that allow for easy
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cross-compilation of Windows binaries. To use these files you need to add a
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special parameter when generating the project files or makefiles:
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cmake -DCMAKE_TOOLCHAIN_FILE=<toolchain-file> .
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The exact toolchain file to use depends on the prefix used by the MinGW or
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MinGW-w64 binaries on your system. You can usually see this in the /usr
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directory. For example, both the Debian/Ubuntu and Cygwin MinGW-w64 packages
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have `/usr/x86_64-w64-mingw32` for the 64-bit compilers, so the correct
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invocation would be:
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cmake -DCMAKE_TOOLCHAIN_FILE=CMake/x86_64-w64-mingw32.cmake .
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For more details see the article
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[CMake Cross Compiling](http://www.paraview.org/Wiki/CMake_Cross_Compiling) on
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the CMake wiki.
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#### Xcode on OS X
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Xcode contains all necessary tools except for CMake. The necessary headers and
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libraries are included in the core OS frameworks. Xcode can be downloaded from
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the Mac App Store.
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#### Unix-like systems with X11
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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 `libglu1-mesa-dev` packages. The former pulls in
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all X.org header packages and the latter pulls in the Mesa OpenGL and GLU
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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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### Generating with CMake
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Once you have all necessary dependencies, it is time to generate the project
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files or makefiles for your development environment. CMake needs to know two
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paths for this: the path to the source directory and the target path for the
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generated files and compiled binaries. If these are the same, it is called an
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in-tree build, otherwise it is called an out-of-tree build.
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One of several advantages of out-of-tree builds is that you can generate files
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and compile for different development environments using a single source tree.
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#### Using CMake from the command-line
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To make an in-tree build, enter the root directory of the GLFW source tree and
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run CMake. The current directory is used as target path, while the path
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provided as an argument is used to find the source tree.
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cd <glfw-root-dir>
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cmake .
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To make an out-of-tree build, make another directory, enter it and run CMake
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with the (relative or absolute) path to the root of the source tree as an
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argument.
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cd <glfw-root-dir>
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mkdir build
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cd build
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cmake ..
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#### Using the CMake GUI
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If you are using the GUI version, choose the root of the GLFW source tree as
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source location and the same directory or another, empty directory as the
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destination for binaries. Choose *Configure*, change any options you wish to,
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*Configure* again to let the changes take effect and then *Generate*.
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2013-06-09 06:49:13 -04:00
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### CMake options
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The CMake files for GLFW provide a number of options, although not all are
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available on all supported platforms. Some of these are de facto standards
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among CMake users and so have no `GLFW_` prefix.
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If you are using the GUI version of CMake, these are listed and can be changed
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from there. If you are using the command-line version, use the `ccmake` tool.
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Some package systems like Ubuntu and other distributions based on Debian
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GNU/Linux have this tool in a separate `cmake-curses-gui` package.
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#### Shared options
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`BUILD_SHARED_LIBS` determines whether GLFW is built as a static
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library or as a DLL / shared library / dynamic library.
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`LIB_SUFFIX` affects where the GLFW shared /dynamic library is
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installed. If it is empty, it is installed to `$PREFIX/lib`. If it is set to
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`64`, it is installed to `$PREFIX/lib64`.
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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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`GLFW_BUILD_TESTS` determines whether the GLFW test programs are
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built along with the library.
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#### OS X specific options
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`GLFW_USE_CHDIR` determines whether `glfwInit` changes the current
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directory of bundled applications to the `Contents/Resources` directory.
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`GLFW_USE_MENUBAR` determines whether the first call to
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`glfwCreateWindow` sets up a minimal menu bar.
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`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
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#### Windows specific options
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`USE_MSVC_RUNTIME_LIBRARY_DLL` determines whether to use the DLL version or the
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static library version of the Visual C++ runtime library. If set to `ON`, the
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DLL version of the Visual C++ library is used. It is recommended to set this to
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`ON`, as this keeps the executable smaller and benefits from security and bug
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fix updates of the Visual C++ runtime.
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`GLFW_USE_DWM_SWAP_INTERVAL` determines whether the swap interval is set even
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when DWM compositing is enabled. If this is `ON`, the swap interval is set even
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if DWM is enabled. It is recommended to set this to `OFF`, as doing otherwise
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can lead to severe jitter.
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`GLFW_USE_OPTIMUS_HPG` determines whether to export the `NvOptimusEnablement`
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symbol, which forces the use of the high-performance GPU on nVidia Optimus
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systems.
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#### EGL specific options
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`GLFW_USE_EGL` determines whether to use EGL instead of the platform-specific
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context creation API. Note that EGL is not yet provided on all supported
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platforms.
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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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## Installing GLFW
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A rudimentary installation target is provided for all supported platforms via
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CMake.
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## Using GLFW
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See the [GLFW documentation](http://www.glfw.org/docs/latest/).
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2013-06-13 09:09:10 -04:00
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## Changelog
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2013-09-25 17:55:05 -04:00
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- [Cocoa] Bugfix: The `GLFW_KEY_GRAVE_ACCENT` and `GLFW_KEY_WORLD_1` keys had
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been flipped
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- [Cocoa] Bugfix: The `GLFW_KEY_F13` key was reported as
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`GLFW_KEY_PRINT_SCREEN`
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## Contact
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The official website for GLFW is [glfw.org](http://www.glfw.org/). There you
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can find the latest version of GLFW, as well as news, documentation and other
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information about the project.
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If you have questions related to the use of GLFW, we have a
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[support forum](https://sourceforge.net/p/glfw/discussion/247562/), and the IRC
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channel `#glfw` on [Freenode](http://freenode.net/).
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If you have a bug to report, a patch to submit or a feature you'd like to
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request, please file it in the
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[issue tracker](https://github.com/glfw/glfw/issues) on GitHub.
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Finally, if you're interested in helping out with the development of GLFW or
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porting it to your favorite platform, we have an occasionally active
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[developer's mailing list](https://lists.stacken.kth.se/mailman/listinfo/glfw-dev),
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or you could join us on `#glfw`.
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## Acknowledgements
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GLFW exists because people around the world donated their time and lent their
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skills.
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- Bobyshev Alexander
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- artblanc
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- arturo
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- Matt Arsenault
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- Keith Bauer
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- John Bartholomew
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- Niklas Behrens
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- Niklas Bergström
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- Doug Binks
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- blanco
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- Lambert Clara
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- Noel Cower
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- Jarrod Davis
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- Olivier Delannoy
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- Paul R. Deppe
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- Jonathan Dummer
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- Ralph Eastwood
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- Gerald Franz
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- GeO4d
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- Marcus Geelnard
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- Stefan Gustavson
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- Sylvain Hellegouarch
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- heromyth
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- Paul Holden
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- Toni Jovanoski
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- Osman Keskin
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- Cameron King
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- Peter Knut
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- Robin Leffmann
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- Glenn Lewis
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- Shane Liesegang
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- Дмитри Малышев
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- Martins Mozeiko
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- Tristam MacDonald
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- Hans Mackowiak
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- Kyle McDonald
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- David Medlock
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- Jonathan Mercier
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- Marcel Metz
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- Kenneth Miller
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- Bruce Mitchener
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- Jeff Molofee
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- Jon Morton
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- Pierre Moulon
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- Julian Møller
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- Ozzy
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- Peoro
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- Braden Pellett
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- Arturo J. Pérez
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- Jorge Rodriguez
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- Ed Ropple
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- Riku Salminen
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- Sebastian Schuberth
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- Matt Sealey
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- SephiRok
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- Steve Sexton
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- Dmitri Shuralyov
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- Daniel Skorupski
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- Bradley Smith
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- Julian Squires
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- Johannes Stein
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- Justin Stoecker
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- Nathan Sweet
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- TTK-Bandit
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- Sergey Tikhomirov
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- Samuli Tuomola
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- Jari Vetoniemi
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- Simon Voordouw
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- Torsten Walluhn
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- Jay Weisskopf
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- Frank Wille
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- yuriks
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- Santi Zupancic
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- Lasse Öörni
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- All the unmentioned and anonymous contributors in the GLFW community, for bug
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2013-02-04 04:46:02 -05:00
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reports, patches, feedback, testing and encouragement
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