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Stop shipping GLFW with Horde3D SDK #28

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zuck opened this issue Dec 27, 2013 · 7 comments
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Stop shipping GLFW with Horde3D SDK #28

zuck opened this issue Dec 27, 2013 · 7 comments
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@zuck
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zuck commented Dec 27, 2013

As reported by @attilaz in its fork:

Shipping GLFW with Horde3D SDK makes compiling and running samples easier by newbies, but I don't think it is a good idea to ship an old version of GLFW 2.7 missing a lot of bug fixes or going in trouble of updating bundled GLFW with every release with GLFW 3 being on the edge.

So my suggestion is to remove bundled GLFW from Horde3D SDK or atleast from the git repository and dynamically link against the installed version on target system.

Built-in samples could just link dynamically the lib.

A requirement check should be added to CMakeLists.txt.

@tyoc213
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tyoc213 commented Dec 29, 2013

Hi there, IIRC that was something that needed discussion #13

@zuck
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zuck commented Jan 1, 2014

Following the discussion on your previous pull request, with #30 I managed to:

  • Remove bundled GLFW 2.x from codebase.
  • Add support to link system-wide GLFW 3.x lib (unsing a CMake find module).
  • Document it on README.

This could become the basis for further working over Horde3D's requirements (automatic downloading and so on...).

@tyoc213
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tyoc213 commented Jan 1, 2014

@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 :).

@zuck
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zuck commented Jan 2, 2014

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

@tyoc213
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tyoc213 commented Jan 3, 2014

I think the "correct way" would be

  1. see if there is a installed GLFW and set the paths for header and libs (and because of the updated samples, we need to check that the installed lib is 3 and not 2).
  2. If 1 fail, proceed to download a "default" GLFW lib (but for this, you need to request the cmake to be a certain >= version).
  3. if 1 and 2 fail, horde should still be able to compile without samples and with enabled extensions.

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.

@horde3d
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horde3d commented Jan 3, 2014

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).

@zuck zuck mentioned this issue Feb 12, 2014
@zuck zuck added the bug label Feb 17, 2014
@zuck zuck added this to the 1.0.0 (final) milestone Feb 17, 2014
@zuck zuck added enhancement and removed bug labels Feb 17, 2014
@zuck zuck modified the milestone: 1.0.0 (final) Feb 17, 2014
@zuck
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zuck commented Feb 18, 2014

Fixed with d2e1df0.

@zuck zuck closed this as completed Feb 18, 2014
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