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							386 lines
						
					
					
						
							15 KiB
						
					
					
				/*! | 
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 | 
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@page build_guide Building applications | 
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 | 
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@tableofcontents | 
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 | 
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This is about compiling and linking applications that use GLFW.  For information on | 
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how to write such applications, start with the | 
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[introductory tutorial](@ref quick_guide).  For information on how to compile | 
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the GLFW library itself, see @ref compile_guide. | 
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 | 
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This is not a tutorial on compilation or linking.  It assumes basic | 
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understanding of how to compile and link a C program as well as how to use the | 
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specific compiler of your chosen development environment.  The compilation | 
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and linking process should be explained in your C programming material and in | 
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the documentation for your development environment. | 
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 | 
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 | 
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@section build_include Including the GLFW header file | 
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 | 
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You should include the GLFW header in the source files where you use OpenGL or | 
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GLFW. | 
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 | 
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@code | 
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#include <GLFW/glfw3.h> | 
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@endcode | 
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 | 
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This header declares the GLFW API and by default also includes the OpenGL header | 
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from your development environment.  See below for how to control this. | 
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 | 
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The GLFW header also defines any platform-specific macros needed by your OpenGL | 
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header, so it can be included without needing any window system headers. | 
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 | 
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For example, under Windows you are normally required to include `windows.h` | 
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before the OpenGL header, which would bring in the whole Win32 API.  The GLFW | 
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header duplicates the small number of macros needed. | 
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 | 
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It does this only when needed, so if `windows.h` _is_ included, the GLFW header | 
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does not try to redefine those symbols.  The reverse is not true, i.e. | 
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`windows.h` cannot cope if any of its symbols have already been defined. | 
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 | 
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In other words: | 
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 | 
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 - Do _not_ include the OpenGL headers yourself, as GLFW does this for you | 
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 - Do _not_ include `windows.h` or other platform-specific headers unless you | 
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   plan on using those APIs directly | 
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 - If you _do_ need to include such headers, do it _before_ including | 
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   the GLFW header and it will handle this | 
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 | 
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If you are using an OpenGL extension loading library such as | 
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[glad](https://github.com/Dav1dde/glad), the extension loader header should | 
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be included _before_ the GLFW one. | 
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 | 
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@code | 
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#include <glad/glad.h> | 
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#include <GLFW/glfw3.h> | 
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@endcode | 
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 | 
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Alternatively the @ref GLFW_INCLUDE_NONE macro (described below) can be used to | 
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prevent the GLFW header from including the OpenGL header. | 
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 | 
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@code | 
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#define GLFW_INCLUDE_NONE | 
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#include <GLFW/glfw3.h> | 
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#include <glad/glad.h> | 
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@endcode | 
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 | 
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 | 
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@subsection build_macros GLFW header option macros | 
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 | 
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These macros may be defined before the inclusion of the GLFW header and affect | 
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its behavior. | 
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 | 
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@anchor GLFW_DLL | 
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__GLFW_DLL__ is required on Windows when using the GLFW DLL, to tell the | 
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compiler that the GLFW functions are defined in a DLL. | 
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 | 
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The following macros control which OpenGL or OpenGL ES API header is included. | 
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Only one of these may be defined at a time. | 
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 | 
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@anchor GLFW_INCLUDE_GLCOREARB | 
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__GLFW_INCLUDE_GLCOREARB__ makes the GLFW header include the modern | 
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`GL/glcorearb.h` header (`OpenGL/gl3.h` on macOS) instead of the regular OpenGL | 
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header. | 
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 | 
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@anchor GLFW_INCLUDE_ES1 | 
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__GLFW_INCLUDE_ES1__ makes the GLFW header include the OpenGL ES 1.x `GLES/gl.h` | 
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header instead of the regular OpenGL header. | 
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 | 
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@anchor GLFW_INCLUDE_ES2 | 
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__GLFW_INCLUDE_ES2__ makes the GLFW header include the OpenGL ES 2.0 | 
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`GLES2/gl2.h` header instead of the regular OpenGL header. | 
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 | 
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@anchor GLFW_INCLUDE_ES3 | 
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__GLFW_INCLUDE_ES3__ makes the GLFW header include the OpenGL ES 3.0 | 
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`GLES3/gl3.h` header instead of the regular OpenGL header. | 
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 | 
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@anchor GLFW_INCLUDE_ES31 | 
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.1 | 
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`GLES3/gl31.h` header instead of the regular OpenGL header. | 
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 | 
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@anchor GLFW_INCLUDE_ES32 | 
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__GLFW_INCLUDE_ES31__ makes the GLFW header include the OpenGL ES 3.2 | 
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`GLES3/gl32.h` header instead of the regular OpenGL header. | 
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 | 
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@anchor GLFW_INCLUDE_NONE | 
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__GLFW_INCLUDE_NONE__ makes the GLFW header not include any OpenGL or OpenGL ES | 
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API header.  This is useful in combination with an extension loading library. | 
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 | 
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If none of the above inclusion macros are defined, the standard OpenGL `GL/gl.h` | 
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header (`OpenGL/gl.h` on macOS) is included. | 
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 | 
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The following macros control the inclusion of additional API headers.  Any | 
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number of these may be defined simultaneously, and/or together with one of the | 
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above macros. | 
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 | 
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@anchor GLFW_INCLUDE_VULKAN | 
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__GLFW_INCLUDE_VULKAN__ makes the GLFW header include the Vulkan | 
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`vulkan/vulkan.h` header in addition to any selected OpenGL or OpenGL ES header. | 
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 | 
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@anchor GLFW_INCLUDE_GLEXT | 
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__GLFW_INCLUDE_GLEXT__ makes the GLFW header include the appropriate extension | 
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header for the OpenGL or OpenGL ES header selected above after and in addition | 
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to that header. | 
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 | 
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@anchor GLFW_INCLUDE_GLU | 
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__GLFW_INCLUDE_GLU__ makes the header include the GLU header in addition to the | 
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header selected above.  This should only be used with the standard OpenGL header | 
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and only for compatibility with legacy code.  GLU has been deprecated and should | 
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not be used in new code. | 
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 | 
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@note GLFW does not provide any of the API headers mentioned above.  They must | 
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be provided by your development environment or your OpenGL, OpenGL ES or Vulkan | 
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SDK. | 
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 | 
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@note None of these macros may be defined during the compilation of GLFW itself. | 
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If your build includes GLFW and you define any these in your build files, make | 
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sure they are not applied to the GLFW sources. | 
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 | 
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 | 
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@section build_link Link with the right libraries | 
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 | 
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GLFW is essentially a wrapper of various platform-specific APIs and therefore | 
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needs to link against many different system libraries.  If you are using GLFW as | 
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a shared library / dynamic library / DLL then it takes care of these links. | 
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However, if you are using GLFW as a static library then your executable will | 
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need to link against these libraries. | 
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 | 
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On Windows and macOS, the list of system libraries is static and can be | 
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hard-coded into your build environment.  See the section for your development | 
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environment below.  On Linux and other Unix-like operating systems, the list | 
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varies but can be retrieved in various ways as described below. | 
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 | 
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A good general introduction to linking is | 
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[Beginner's Guide to Linkers](http://www.lurklurk.org/linkers/linkers.html) by | 
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David Drysdale. | 
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 | 
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 | 
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@subsection build_link_win32 With MinGW or Visual C++ on Windows | 
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 | 
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The static version of the GLFW library is named `glfw3`.  When using this | 
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version, it is also necessary to link with some libraries that GLFW uses. | 
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 | 
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When linking an application under Windows that uses the static version of GLFW, | 
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you must link with `opengl32`.  On some versions of MinGW, you must also | 
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explicitly link with `gdi32`, while other versions of MinGW include it in the | 
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set of default libraries along with other dependencies like `user32` and | 
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`kernel32`.  If you are using GLU, you must also link with `glu32`. | 
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 | 
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The link library for the GLFW DLL is named `glfw3dll`.  When compiling an | 
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application that uses the DLL version of GLFW, you need to define the @ref | 
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GLFW_DLL macro _before_ any inclusion of the GLFW header.  This can be done | 
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either with a compiler switch or by defining it in your source code. | 
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 | 
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An application using the GLFW DLL does not need to link against any of its | 
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dependencies, but you still have to link against `opengl32` if your application | 
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uses OpenGL and `glu32` if it uses GLU. | 
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 | 
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 | 
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@subsection build_link_cmake_source With CMake and GLFW source | 
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 | 
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This section is about using CMake to compile and link GLFW along with your | 
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application.  If you want to use an installed binary instead, see @ref | 
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build_link_cmake_package. | 
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 | 
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With just a few changes to your `CMakeLists.txt` you can have the GLFW source | 
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tree built along with your application. | 
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 | 
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When including GLFW as part of your build, you probably don't want to build the | 
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GLFW tests, examples and documentation.  To disable these, set the corresponding | 
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cache variables before adding the GLFW source tree. | 
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 | 
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@code | 
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set(GLFW_BUILD_DOCS OFF CACHE BOOL "" FORCE) | 
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set(GLFW_BUILD_TESTS OFF CACHE BOOL "" FORCE) | 
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set(GLFW_BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) | 
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@endcode | 
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 | 
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Then add the root directory of the GLFW source tree to your project.  This | 
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will add the `glfw` target and the necessary cache variables to your project. | 
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 | 
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@code{.cmake} | 
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add_subdirectory(path/to/glfw) | 
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@endcode | 
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 | 
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Once GLFW has been added to the project, link against it with the `glfw` target. | 
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This adds all link-time dependencies of GLFW as it is currently configured, | 
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the include directory for the GLFW header and, when applicable, the @ref | 
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GLFW_DLL macro. | 
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 | 
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@code{.cmake} | 
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target_link_libraries(myapp glfw) | 
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@endcode | 
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 | 
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Note that the dependencies do not include OpenGL or GLU, as GLFW loads any | 
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OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. | 
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If your application calls OpenGL directly, instead of using a modern | 
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[extension loader library](@ref context_glext_auto) you can find it by requiring | 
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the OpenGL package. | 
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 | 
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@code{.cmake} | 
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find_package(OpenGL REQUIRED) | 
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@endcode | 
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 | 
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If OpenGL is found, the `OPENGL_FOUND` variable is true and the | 
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`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. | 
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 | 
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@code{.cmake} | 
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target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) | 
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target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) | 
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@endcode | 
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 | 
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The OpenGL CMake package also looks for GLU.  If GLU is found, the | 
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`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and | 
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`OPENGL_glu_LIBRARY` cache variables can be used. | 
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 | 
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@code{.cmake} | 
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target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) | 
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@endcode | 
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 | 
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@note GLU has been deprecated and should not be used in new code, but some | 
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legacy code requires it.  See the [section on GLU](@ref moving_glu) in the | 
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transition guide for suggested replacements. | 
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 | 
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 | 
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@subsection build_link_cmake_package With CMake and installed GLFW binaries | 
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 | 
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This section is about using CMake to link GLFW after it has been built and | 
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installed.  If you want to build it along with your application instead, see | 
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@ref build_link_cmake_source. | 
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 | 
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With just a few changes to your `CMakeLists.txt`, you can locate the package and | 
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target files generated when GLFW is installed. | 
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 | 
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@code{.cmake} | 
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find_package(glfw3 3.3 REQUIRED) | 
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@endcode | 
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 | 
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Once GLFW has been added to the project, link against it with the `glfw` target. | 
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This adds all link-time dependencies of GLFW as it is currently configured, | 
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the include directory for the GLFW header and, when applicable, the @ref | 
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GLFW_DLL macro. | 
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 | 
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@code{.cmake} | 
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target_link_libraries(myapp glfw) | 
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@endcode | 
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 | 
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Note that the dependencies do not include OpenGL or GLU, as GLFW loads any | 
						|
OpenGL, OpenGL ES or Vulkan libraries it needs at runtime and does not use GLU. | 
						|
If your application calls OpenGL directly, instead of using a modern | 
						|
[extension loader library](@ref context_glext_auto) you can find it by requiring | 
						|
the OpenGL package. | 
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 | 
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@code{.cmake} | 
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find_package(OpenGL REQUIRED) | 
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@endcode | 
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 | 
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If OpenGL is found, the `OPENGL_FOUND` variable is true and the | 
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`OPENGL_INCLUDE_DIR` and `OPENGL_gl_LIBRARY` cache variables can be used. | 
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 | 
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@code{.cmake} | 
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target_include_directories(myapp ${OPENGL_INCLUDE_DIR}) | 
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target_link_libraries(myapp ${OPENGL_gl_LIBRARY}) | 
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@endcode | 
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 | 
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The OpenGL CMake package also looks for GLU.  If GLU is found, the | 
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`OPENGL_GLU_FOUND` variable is true and the `OPENGL_INCLUDE_DIR` and | 
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`OPENGL_glu_LIBRARY` cache variables can be used. | 
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 | 
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@code{.cmake} | 
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target_link_libraries(myapp ${OPENGL_glu_LIBRARY}) | 
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@endcode | 
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 | 
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@note GLU has been deprecated and should not be used in new code, but some | 
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legacy code requires it.  See the [section on GLU](@ref moving_glu) in the | 
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transition guide for suggested replacements. | 
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 | 
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 | 
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@subsection build_link_pkgconfig With makefiles and pkg-config on Unix | 
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 | 
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GLFW supports [pkg-config](http://www.freedesktop.org/wiki/Software/pkg-config/), | 
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and the `glfw3.pc` pkg-config file is generated when the GLFW library is built | 
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and is installed along with it.  A pkg-config file describes all necessary | 
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compile-time and link-time flags and dependencies needed to use a library.  When | 
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they are updated or if they differ between systems, you will get the correct | 
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ones automatically. | 
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 | 
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A typical compile and link command-line when using the static version of the | 
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GLFW library may look like this: | 
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 | 
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@code{.sh} | 
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --static --libs glfw3` | 
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@endcode | 
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 | 
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If you are using the shared version of the GLFW library, simply omit the | 
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`--static` flag. | 
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 | 
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@code{.sh} | 
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cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` | 
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@endcode | 
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 | 
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You can also use the `glfw3.pc` file without installing it first, by using the | 
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`PKG_CONFIG_PATH` environment variable. | 
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 | 
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@code{.sh} | 
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env PKG_CONFIG_PATH=path/to/glfw/src cc `pkg-config --cflags glfw3` -o myprog myprog.c `pkg-config --libs glfw3` | 
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@endcode | 
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 | 
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The dependencies do not include OpenGL or GLU, as GLFW loads any OpenGL, OpenGL | 
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ES or Vulkan libraries it needs at runtime and does not use GLU.  On macOS, GLU | 
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is built into the OpenGL framework, so if you need GLU you don't need to do | 
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anything extra.  If you need GLU and are using Linux or BSD, you should add the | 
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`glu` pkg-config package. | 
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 | 
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@code{.sh} | 
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cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --libs glfw3 glu` | 
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@endcode | 
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 | 
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@note GLU has been deprecated and should not be used in new code, but some | 
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legacy code requires it.  See the [section on GLU](@ref moving_glu) in the | 
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transition guide for suggested replacements. | 
						|
 | 
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If you are using the static version of the GLFW library, make sure you don't | 
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link statically against GLU. | 
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 | 
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@code{.sh} | 
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cc `pkg-config --cflags glfw3 glu` -o myprog myprog.c `pkg-config --static --libs glfw3` `pkg-config --libs glu` | 
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@endcode | 
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 | 
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 | 
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@subsection build_link_xcode With Xcode on macOS | 
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 | 
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If you are using the dynamic library version of GLFW, simply add it to the | 
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project dependencies. | 
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 | 
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If you are using the static library version of GLFW, add it and the Cocoa, | 
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OpenGL, IOKit and CoreVideo frameworks to the project as dependencies.  They can | 
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all be found in `/System/Library/Frameworks`. | 
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 | 
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 | 
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@subsection build_link_osx With command-line on macOS | 
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 | 
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It is recommended that you use [pkg-config](@ref build_link_pkgconfig) when | 
						|
building from the command line on macOS.  That way you will get any new | 
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dependencies added automatically.  If you still wish to build manually, you need | 
						|
to add the required frameworks and libraries to your command-line yourself using | 
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the `-l` and `-framework` switches. | 
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 | 
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If you are using the dynamic GLFW library, which is named `libglfw.3.dylib`, do: | 
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 | 
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@code{.sh} | 
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cc -o myprog myprog.c -lglfw -framework Cocoa -framework OpenGL -framework IOKit -framework CoreVideo | 
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@endcode | 
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 | 
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If you are using the static library, named `libglfw3.a`, substitute `-lglfw3` | 
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for `-lglfw`. | 
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 | 
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Note that you do not add the `.framework` extension to a framework when linking | 
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against it from the command-line. | 
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 | 
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The OpenGL framework contains both the OpenGL and GLU APIs, so there is nothing | 
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special to do when using GLU.  Also note that even though your machine may have | 
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`libGL`-style OpenGL libraries, they are for use with the X Window System and | 
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will _not_ work with the macOS native version of GLFW. | 
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 | 
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*/
 | 
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 |