[swift-users] Learning OpenGL with Swift

Luz Violeta luzvioleta at zoho.com
Tue Feb 23 18:03:42 CST 2016

In my case, I've solved it by making a swift build and then editing the 
recently downloaded file (Packages/CGLFW3Linux-1.0.0/module.modulemap). 
Changing out the link statement from glfw3 to glfw.

TBH, I think there should be a way to specify fallbacks for a link 
declaration to tackle these awkward moments where lack of standarization 
across distros comes to bite at compile time (or even, across release 
versions). Like, try X and if it doesn't exist try Y and so on (grabbing 
whatever matchs first)

Otherwise, it's gonna be rough using stuff from the swift ecosystem and 
editing modulemaps and writing instruction for users to do that.


On 02/23/2016 06:00 PM, Marco Feltmann via swift-users wrote:
> Hey David,
> I really appreciate this idea!
> Unfortunately when I try to build the `Hello Window` tutorial Linux
> tells me the linker couldn't find -lglfw3 although I installed it
> properly.
> Well, since I'm on Linux I modified the Package.swift and removed the
> Dependency Adding stuff since I only need the CGLFW3Linux.git
> I have no clue where this linking is done so I'm unable to optimize the
> `3` out of the linking. My distribution does only support GLFW3 and has
> no support for GLFW2, so maybe they simply renamed it?
> If you could point me to the right direction I'd like to dig deeper into
> your tutorials.
> Cheers
> Marco
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