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Updated Working on Raspberry Pi (markdown)
@ -1,7 +1,5 @@
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To build your raylib game for Raspberry Pi you just need to download raylib git repository (or get the current release from [here](https://github.com/raysan5/raylib/releases)). All required libraries come with the raylib, **no additional dependencies are required**. raylib also comes with ready-to-use makefiles to compile source code and examples.
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**WARNING: `PLATFORM_RPI` is deprecated (only works with Raspbian Buster). Use `PLATFORM_DRM` for latest RPI OS Bullseye.**
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**BE AWARE:** [referring to this question](https://github.com/raysan5/raylib/issues/1509#issue-777709102), that a library compiled with **` PLATFORM=PLATFORM_DRM` will not work on `X Desktop`** and a library compiled for **`X Desktop` will not run via `CLI`**, relevantly.
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### Supported Devices and OS
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@ -21,13 +19,13 @@ raylib supports the platforms/OSs, **desktop and native modes**:
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### Supported OpenGL backends
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- OpenGL ES 2.0 in **native mode** (no X11 required) (`PLATFORM_DRM` or `PLATFORM_RPI`)
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- OpenGL ES 2.0 in **native mode** (no X11 required) (`PLATFORM_DRM`)
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- OpenGL 1.1 on X11 desktop mode (`PLATFORM_DESKTOP`)
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- OpenGL 2.1 on X11 desktop mode (`PLATFORM_DESKTOP`)
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By default, raylib should be compiled with `PLATFORM_DESKTOP` on classic X11-based Linux desktop environment, using the provided `OpenGL desktop drivers`. However, it is also possible to compile in native mode not depending on any windowing system (no X11 required).
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When compiling for **native mode**, `PLATFORM_DRM` or `PLATFORM_RPI` should be used, depending on the RPI OS version, check previous point for details.
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When compiling for **native mode**, `PLATFORM_DRM` should be used, depending on the RPI OS version, check previous point for details.
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### Compiling raylib source code
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@ -64,7 +62,7 @@ On Raspberry Pi models 0 to 4 using the Raspbian OS:
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##### Buster:
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```
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make PLATFORM=PLATFORM_RPI
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make PLATFORM=PLATFORM_DRM
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```
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##### Bullseye or newer:
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