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Documentation work
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This guide is intended to fill the gaps between the [Vulkan
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documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW
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documentation and is not a replacement for either. It assumes some familiarity
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with Vulkan concepts like loaders, devices, queues and surfaces.
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with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to
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the Vulkan documentation to explain the details of Vulkan functions.
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To develop for Vulkan you should install an SDK for your platform, for example
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the [LunarG Vulkan SDK](https://vulkan.lunarg.com/). Apart from the headers and
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@ -170,8 +171,8 @@ an existing Vulkan surface.
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@section vulkan_window Creating the window
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Unless you will be using OpenGL or OpenGL ES with the same window as Vulkan,
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there is no need to create a context. You can disable context creation by
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setting the [GLFW_CLIENT_API](@ref window_hints_ctx) hint to `GLFW_NO_API`.
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there is no need to create a context. You can disable context creation with the
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[GLFW_CLIENT_API](@ref window_hints_ctx) hint.
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@code
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glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
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