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       <dc:date>2010-03-19T14:20:24+01:00</dc:date>
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        <dc:date>2009-05-17T02:18:44+01:00</dc:date>
        <dc:creator>Benny</dc:creator>
        <title>lwjgl:tutorials:index</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/index?rev=1242519524&amp;do=diff</link>
        <description>This page is a collection of tutorials that shows how to use specific LWJGL features. 

Compiling LWJGL

	*  Compiling the Java code
	*  Compiling Win32 specific code
	*  Compiling Linux specific code
	*  Compiling Mac OS X specific code

Generic LWJGL features

	*  Enabling and using LWJGL debug
	*  Using the LWJGL Timer
	*  Using the Sys class
	*  Using Buffers
	*  Changing Contexts</description>
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        <dc:date>2009-05-17T02:03:51+01:00</dc:date>
        <dc:creator>Benny</dc:creator>
        <title>lwjgl:tutorials:textures:tga - created</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/textures/tga?rev=1242518631&amp;do=diff</link>
        <description>Introduction

Allmost every application may need textures sooner or later. One textureformat you may use is TGA. 
 It is very easy to read/write and comes with alpha channel support. This tutorial will deal with loading plain RGB and RLE encoded TGA files. 
 You can download the tga files we use in this tutorial here: [LWJGL logo (TGA)]</description>
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        <dc:date>2008-06-26T22:15:02+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
        <title>lwjgl:tutorials:compilemacosx - created</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/compilemacosx?rev=1214511302&amp;do=diff</link>
        <description>The following tutorial assumes you are running Mac OS X Leopard. Leopard is needed to make x64 builds, compatible with the new Java 6 from Apple.

Installing Build Environment and Support libraries

	*  if not already installed, get a copy of Apache Ant

	*  install XCode 3 from &lt;http://developer.apple.com&gt;</description>
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        <dc:date>2008-02-03T21:13:45+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
        <title>lwjgl:tutorials:applet</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/applet?rev=1202069625&amp;do=diff</link>
        <description>NOTE: The old LWJGLInstaller has been deprecated. The documentation has been moved here.

With the new AppletLoader class it's a breeze to run an LWJGL applet in a browser.  Simply create a new class that inherits from an Applet and add an AWTGLCanvas to its layout. Package this around the AppletLoader and you're all set.</description>
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        <dc:date>2008-02-03T20:45:16+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
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        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/applet-lwjglinstaller?rev=1202067916&amp;do=diff</link>
        <description>Support for Applets was introduced in LWJGL 1.0 Beta 2. It was implemented by adding a new class org.lwjgl.util.applet.LWJGLInstaller which temporarily installs the binaries needed by LWJGL in the users temp dir, and instructs the LWJGL core to load from the temp directory, instead of the commonly used Classpath or java.library.path. To make LWJGLInstaller work, it needs to be signed. The binaries that it installs needs to be signed with the same certificate, else it will fail.
 Upon release of …</description>
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        <dc:date>2008-01-29T19:52:34+01:00</dc:date>
        <title>lwjgl:faq</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/faq?rev=1201632754&amp;do=diff</link>
        <description>This page is a collection questions that occur from time to time. If you have a specific problem, please post a question to the forum.

General

Can I use LWJGL in commercial projects?

LWJGL is distributed under a BSD license  which allows you to do whatever you want, as long as you include the LWJGL license, and any components you use (OpenAL, Jinput, DevIL, FMOD). Do note however, that FMOD requires a seperate license - specifically if you are using it a commercial project, you must buy a lic…</description>
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        <dc:date>2007-11-24T13:41:12+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
        <title>lwjgl:tutorials:compilewin32</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/compilewin32?rev=1195908072&amp;do=diff</link>
        <description>The following tutorial assumes you have installed at least Windows 2000/XP. Compilation of LWJGL has not been confirmed on Windows 98/Me versions.

Installing Java and Java Build Environment

If you have already installed Java, please skip this part.
 Please install the appropriate Java Development environment. Java 1.5+ is required to build, but Java 1.4+ is sufficient as a runtime environment. You can get Java here.</description>
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        <dc:date>2007-11-24T13:14:07+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
        <title>lwjgl:tutorials:compilejava - created</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/compilejava?rev=1195906447&amp;do=diff</link>
        <description>Compiling LWJGL

Before you can compile lwjgl, please check it out from SVN by issuing the following command: svn co &lt;https://java-game-lib.svn.sourceforge.net/svnroot/java-game-lib/trunk/LWJGL&gt; lwjgl

Then enter the lwjgl directory and issue the following commands:</description>
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        <dc:date>2007-10-21T20:30:07+01:00</dc:date>
        <dc:creator>Brian Matzon</dc:creator>
        <title>lwjgl:tutorials:compilelinux</title>
        <link>http://lwjgl.org/wiki/doku.php/lwjgl/tutorials/compilelinux?rev=1192991407&amp;do=diff</link>
        <description>The following tutorial assumes you have installed Debian Etch.

Installing Java

If you have already installed Java, please skip this part.
 You will find Sun Java in the non-free repository, so you will have to update your apt-get source list. 
 Edit /etc/apt/sources.list, append 'contrib non-free' to deb locations 
 Then perform an 'apt-get update'. Once updated, install Java by issuing an 'apt-get install sun-java5-jdk'.</description>
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