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authorAndre Weissflog <floooh@gmail.com>2021-03-20 16:21:04 +0100
committerAndre Weissflog <floooh@gmail.com>2021-03-20 16:21:04 +0100
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## Updates
+- **20-Mar-2021**: The Windows-specific OpenGL loader, and the platform-specific
+GL header includes have been moved from sokol_app.h to sokol_gfx.h. This means:
+ - In general, the sokol_gfx.h implementation can now simply be included
+ without having to include other headers which provide the GL implementation
+ first (e.g. when sokol_gfx.h is used without sokol_app.h, you don't need to
+ use a GL loader, or include the system-specific GL headers yourself).
+ - When sokol_gfx.h is used together with sokol_app.h, the include order
+ for the implementations doesn't matter anymore (until now, the sokol_app.h
+ implementation had to be included before the sokol_gfx.h implementation).
+ - The only "downside" (not really a downside) is that sokol_gfx.h now has
+ platform detection ifdefs to include the correct GL headers for a given
+ platform. Until now this problem was "delegated" to the library user.
+ - The old macro **SOKOL_WIN32_NO_GL_LOADER** has been removed, and replaced
+ with a more general **SOKOL_EXTERNAL_GL_LOADER**. Define this before
+ including the sokol_gfx.h implementation if you are using your own GL
+ loader or provide the GL API declarations in any other way. In this case,
+ sokol_gfx.h will not include any platform GL headers, and the embedded
+ Win32 GL loader will be disabled.
+
- **22-Feb-2021**: Mouse input latency in sokol_app.h's macOS backend has been
quite significantly reduced, please see the detailed explanation [in this
PR](https://github.com/floooh/sokol/pull/483). Many thanks to @randrew for