Comments (4)
I'm not sure it's worth the trouble to embed glm because it's only a building dependency.
The installation on OSX is done with 3 simple steps
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Now you need brew though. I didn't need brew to build the rest of it. Just seems like such a simple thing to bundle.
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It's normal for a project to evolve to the point it needs a new dependency for it's building. This is the counterpart of modern OpenGL. Most package manager provides this library so it"s trivial to fetch it along sdl2 as stated by the building documentation.
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Okay. Let's just make sure it's reflected in docs.
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Related Issues (20)
- Shader-based smooth transitions between presets HOT 5
- Add a project GitHub page with extensive Sphinx-generated documentation HOT 1
- Add an error reporting and general logging API
- Support Milkdrop user sprites
- Nintendo Switch Support HOT 3
- Add the ability to control the actual running time from the outside. HOT 1
- Some way to cap how epileptic presets can be HOT 18
- White screen on Soft Cuts HOT 7
- Fix GLES/Emscripten rendering issues HOT 1
- preset soft transitions don't work on Mac
- Try out libniceshade as a replacement for hlslparser
- Tracking projectm in downstream package ecosystem HOT 3
- Broken transition? HOT 6
- Instance creation fails on some Android devices HOT 5
- Put the free version of the app to fdroid. HOT 1
- Android HOT 2
- Add API call to supply a "burn-in" texture for the next frame
- Crowdsourced localization ? HOT 3
- Preset Parser to Support Syntax Specifications HOT 6
- Foobar2000 visualization plugin HOT 1
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