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Stop shipping GLFW with Horde3D SDK #28
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Hi there, IIRC that was something that needed discussion #13 |
Following the discussion on your previous pull request, with #30 I managed to:
This could become the basis for further working over Horde3D's requirements (automatic downloading and so on...). |
@horde3d IIRC said that he preferred to "still bundle" the source even if the switch to the new version of GLFW, so I really don't know :). |
Yes, you're right. At that time I said that maybe was better to still bundle the lib with source code. But now, I agree more with @attilaz when he says that it's better to decouple Horde3D releases from GLFW ones. EDIT: BTW, a new release of GLFW (3.0.4) has just been released. http://www.glfw.org/changelog.html |
I think the "correct way" would be
In that way this will cover if you have installed a GLFW that CMake can find (see that you could have one, but cmake can be unable to find it), and still being able to fetch the source from a remote. |
Sounds like a good way to go. For whole release bundles, I may add a GLFW source too, but for github it is ok to download it using cmake. Having a minimum CMake version is already the case anyway (although the current requirement is only 2.4, but increasing it, shouldn't be a problem). |
Fixed with d2e1df0. |
As reported by @attilaz in its fork:
Built-in samples could just link dynamically the lib.
A requirement check should be added to CMakeLists.txt.
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