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+ <TITLE> [Mageia-dev] [RPM] cauldron core/release cogl-1.7.2-1.mga2
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+ <H1>[Mageia-dev] [RPM] cauldron core/release cogl-1.7.2-1.mga2</H1>
+ <B>Jani V&#228;limaa</B>
+ <A HREF="mailto:mageia-dev%40mageia.org?Subject=Re%3A%20%5BMageia-dev%5D%20%5BRPM%5D%20cauldron%20core/release%20cogl-1.7.2-1.mga2&In-Reply-To=%3CCAPjnP8piVW81MG3OCeP0yF7g6JBo6wB_FDFFKEJBUPE2nqtXDA%40mail.gmail.com%3E"
+ TITLE="[Mageia-dev] [RPM] cauldron core/release cogl-1.7.2-1.mga2">jani.valimaa at gmail.com
+ </A><BR>
+ <I>Tue Jul 5 10:57:17 CEST 2011</I>
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+<PRE>2011/7/5 Mageia Team &lt;<A HREF="https://www.mageia.org/mailman/listinfo/mageia-dev">buildsystem-daemon at mageia.org</A>&gt;:
+&gt;<i> Name &#160; &#160; &#160; &#160;: cogl &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; Relocations: (not relocatable)
+</I>&gt;<i> Version &#160; &#160; : 1.7.2 &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; Vendor: Mageia.Org
+</I>&gt;<i> Release &#160; &#160; : 1.mga2 &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;Build Date: Tue Jul &#160;5 10:25:18 2011
+</I>&gt;<i> Install Date: (not installed) &#160; &#160; &#160; &#160; &#160; &#160; &#160; Build Host: ecosse
+</I>&gt;<i> Group &#160; &#160; &#160; : System/Libraries &#160; &#160; &#160; &#160; &#160; &#160; &#160;Source RPM: (none)
+</I>&gt;<i> Size &#160; &#160; &#160; &#160;: 1221358 &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160; &#160;License: LGPLv2+
+</I>&gt;<i> Signature &#160; : (none)
+</I>&gt;<i> Packager &#160; &#160;: Mageia Team &lt;<A HREF="http://www.mageia.org">http://www.mageia.org</A>&gt;
+</I>&gt;<i> URL &#160; &#160; &#160; &#160; : <A HREF="http://www.clutter-project.org/">http://www.clutter-project.org/</A>
+</I>&gt;<i> Summary &#160; &#160; : A library for using 3D graphics hardware to draw pretty pictures
+</I>&gt;<i> Description :
+</I>&gt;<i> Cogl is a small open source library for using 3D graphics hardware to draw
+</I>&gt;<i> pretty pictures. The API departs from the flat state machine style of
+</I>&gt;<i> OpenGL and is designed to make it easy to write orthogonal components that
+</I>&gt;<i> can render without stepping on each others toes.
+</I>&gt;<i>
+</I>&gt;<i> As well aiming for a nice API, we think having a single library as opposed
+</I>&gt;<i> to an API specification like OpenGL has a few advantages too; like being
+</I>&gt;<i> able to paper over the inconsistencies/bugs of different OpenGL
+</I>&gt;<i> implementations in a centralized place, not to mention the myriad of OpenGL
+</I>&gt;<i> extensions. It also means we are in a better position to provide utility
+</I>&gt;<i> APIs that help software developers since they only need to be implemented
+</I>&gt;<i> once and there is no risk of inconsistency between implementations.
+</I>&gt;<i>
+</I>&gt;<i> Having other backends, besides OpenGL, such as drm, Gallium or D3D are
+</I>&gt;<i> options we are interested in for the future.
+</I>&gt;<i>
+</I>&gt;<i> wally &lt;wally&gt; 1.7.2-1.mga2:
+</I>&gt;<i> + Revision: 118689
+</I>&gt;<i> - new version 1.7.2
+</I>&gt;<i> - new major 1 for pango lib
+</I>&gt;<i> - clean .spec a bit
+</I>
+Oopsie!
+
+New major was for main lib. Used svn propedit to fix commit msg in
+SVN, %changelog should be correct when building next version/release,
+
+--
+Jani V&#228;limaa
+</PRE>
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