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author | David Robillard <d@drobilla.net> | 2019-08-02 23:55:38 +0200 |
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committer | David Robillard <d@drobilla.net> | 2019-08-02 23:55:38 +0200 |
commit | 074da16046a34c96d8635a805cd0b3a0fd1b71ab (patch) | |
tree | 510b73fad4c3af5dbe394c11c448dbb738548dd8 | |
parent | fd56df57aa516aabe33af2c511fa74de9d858e4c (diff) | |
download | pugl-074da16046a34c96d8635a805cd0b3a0fd1b71ab.tar.gz pugl-074da16046a34c96d8635a805cd0b3a0fd1b71ab.tar.bz2 pugl-074da16046a34c96d8635a805cd0b3a0fd1b71ab.zip |
Fix repetition in README
-rw-r--r-- | README.md | 5 |
1 files changed, 2 insertions, 3 deletions
@@ -53,11 +53,10 @@ minimal. The core implementation is separate from graphics backends: * The core implementation for a particular platform is in one library: `pugl_x11`, `pugl_mac`, or `pugl_win`. This does not depend on backends or - their dependencies (it is possible to add backends without changing the - other Pugl code whatsoever, or use custom backends in applications). + their dependencies. * Backends for platforms are in separate libraries, which depend on the core: - `pugl_x11_cairo`, `pugl_x11_gl`, `pugl_x11_cairo`, and so on. + `pugl_x11_cairo`, `pugl_x11_gl`, `pugl_mac_cairo`, and so on. Applications must link against the core and at least one backend. Normally, this can be achieved by simply depending on the package `pugl-gl-0` or |