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							@ -35,19 +35,19 @@ 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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#### Dependencies using 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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#### Dependencies with 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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#### Dependencies using 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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@ -73,14 +73,14 @@ For more details see the article
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the CMake wiki.
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#### Xcode on OS X
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#### Dependencies using 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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#### Dependencies using Linux and 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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@ -91,7 +91,7 @@ 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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### Generating files 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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@ -103,7 +103,7 @@ 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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#### Generating files with the CMake command-line tool
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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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@ -122,7 +122,7 @@ argument.
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    cmake ..
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#### Using the CMake GUI
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#### Generating files with 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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@ -142,7 +142,7 @@ 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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#### Shared CMake 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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@ -164,7 +164,7 @@ along with the library.
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built along with the library.
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#### OS X specific options
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#### OS X specific CMake 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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@ -175,7 +175,7 @@ directory of bundled applications to the `Contents/Resources` directory.
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`GLFW_BUILD_UNIVERSAL` determines whether to build Universal Binaries.
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#### Windows specific options
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#### Windows specific CMake 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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@ -193,7 +193,7 @@ 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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#### EGL specific CMake 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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@ -203,7 +203,11 @@ platforms.
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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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CMake.  If you are building from the command-line, use the `install` target.
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    sudo make install
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If you are using an IDE, run the generated install target from the IDE.
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## Using GLFW
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@ -235,7 +239,7 @@ See the [GLFW documentation](http://www.glfw.org/docs/latest/).
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 - [Cocoa] Bugfix: The refresh rate was zero for all modes of certain monitors
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 - [Cocoa] Bugfix: The `install_name` field of the dynamic library was not set
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 - [Cocoa] Bugfix: Full screen windows were never reported as having focus
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 - [Cocoa] Bugfix: A superfluous IO flag test prevented video modes from being
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 - [Cocoa] Bugfix: A superfluous I/O flag test prevented video modes from being
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                   listed for Thunderbolt monitor
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 - [X11] Added setting of the `WM_CLASS` property to the initial window title
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 - [X11] Bugfix: Removed joystick axis value negation left over from GLFW 2
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