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authorAhmad Fatoum <[email protected]>2017-11-22 22:33:47 +0100
committerAhmad Fatoum <[email protected]>2017-11-22 23:11:41 +0100
commitb2acff66dec7bce30e9704aa9b13070f7c3ffac1 (patch)
tree1d8b7e639a550c8006f2e7987c2d8f1e4eac83cb /utils.cmake
parent899e1fbd94f697d95b9684e272de5410b08edc06 (diff)
downloadraylib-b2acff66dec7bce30e9704aa9b13070f7c3ffac1.tar.gz
raylib-b2acff66dec7bce30e9704aa9b13070f7c3ffac1.zip
Fix macOS build of new rglfw.c approach
There have been two problems: * GLFW itself was compiled with the definitions for compiling _against_ GLFW (fixed by removing requirement for external glfw) * rglfw.c was being compiled as C code, although it includes Objective C files. This _might_ break the Windows build, needs to be checked. Fixes #391, but as noted I'd prefer though a separate source directory and build script for GLFW.
Diffstat (limited to 'utils.cmake')
-rw-r--r--utils.cmake7
1 files changed, 0 insertions, 7 deletions
diff --git a/utils.cmake b/utils.cmake
index c902f60e..f260fa5e 100644
--- a/utils.cmake
+++ b/utils.cmake
@@ -6,10 +6,6 @@ if(UNIX AND NOT APPLE)
set(LINUX TRUE)
endif()
-# Need GLFW 3.2.1
-find_package(glfw3 3.2.1 REQUIRED)
-
-
# Linking for OS X -framework options
# Will do nothing on other OSes
function(link_os_x_frameworks binary)
@@ -40,9 +36,6 @@ function(link_libraries_to_executable executable)
# TODO windows
endif()
- # Add in GLFW as a linking target
- target_link_libraries(${executable} glfw)
-
# And raylib
target_link_libraries(${executable} raylib)
endfunction()