docs: Update the build instructions in the reference
This removes all references to SDL in the build instructions as the backend is no longer available. The OpenGL version required is only 1.2 not 1.4. The Windows build instructions were out of date and have been replaced with a link to the wiki instead.
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@ -47,13 +47,14 @@
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<varlistentry>
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<term>Backend Windowing System Library</term>
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<listitem>
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<para>GLX, EGL (1.1), SDL, Cocoa (OS X) and WGL (Windows)</para>
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<para>GLX, EGL (1.1), Cocoa (OS X) and WGL (Windows)</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term>Graphics Rendering </term>
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<listitem>
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<para>Open GL (1.4+) or Open GL ES (1.1 or 2.0) </para>
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<para>Open GL (1.3+ or 1.2 with multitexturing support) or
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Open GL ES (1.1 or 2.0)</para>
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</listitem>
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</varlistentry>
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</variablelist>
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@ -140,7 +141,7 @@
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</varlistentry>
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<varlistentry>
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<term>--with-flavour=[glx/eglx/eglnative/sdl/win32/osx/fruity]</term>
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<term>--with-flavour=[glx/eglx/eglnative/win32/osx/fruity]</term>
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<listitem>
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<para>Select the Clutter backend; default=glx.
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</para>
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@ -203,37 +204,14 @@
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<title>Windows</title>
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<para>
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The recommended way of building Clutter for Windows is using the
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<ulink type="http" url="http://www.mingw.org/">mingw</ulink> tool
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chain. One option is to cross-compile Clutter under Linux -- you
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can use the script found in the <filename>build/mingw/</filename>
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directory to simplify the process (the script takes care of setting
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up the necessary dependencies).
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<ulink type="http"
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url="http://www.mingw.org/">mingw</ulink> tool chain. This
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will work either by cross compiling from a Linux
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installation or directly on Windows using MSYS. See
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the <ulink type="http" url=
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"http://wiki.clutter-project.org/wiki/BuildingClutterOnWindows">
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wiki</ulink> for more information.
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</para>
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<para>
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If you wish to build Clutter using mingw direcly under Windows, you
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can do so the normal *nix way (described above) using the mingw
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POSIX shell. Should you prefer to use Microsoft Visual Studio, a
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project file for MSVC 2005 is located in the
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<filename>build/msvc_2k5/</filename> directory. In either case, you
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will need to first install the required dependencies.
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</para>
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<para>
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There are currently two backends that are supported on
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Windows. One uses the Win32 and WGL APIs directly and the
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other is built on top of SDL. You must choose one of the
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backends when running the configure script using the
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following argument:
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<variablelist>
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<varlistentry>
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<term>--with-flavour=[win32/sdl]</term>
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<listitem>
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<para>Select the Clutter backend; default=glx.
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</para>
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</listitem>
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</varlistentry>
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</variablelist>
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</para>
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</section>
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<section id='building-osx'>
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