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Re: BSD license for LWJGL is good for Eclipse? [message #902 is a reply to message #873] |
Tue, 19 August 2008 08:29 ![Go to previous message Go to previous message](theme/Solstice/images/up.png) ![Go to next message Go to next message](theme/Solstice/images/down.png) |
Eclipse User![Friend of Eclipse Friend](/donate/web-api/friends_decorator.php?email=) |
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Originally posted by: regenmacher.online.de
For those interested in what third-party code is compatible and what is not
compatible with EPL here is a short summary:
"For an unmodified binary distribution, the following licenses are
considered compatible as of the date of this Poster's release:
Apache Software License 1.1
Apache Software License 2.0
W3C Software License
Common Public License Version 1.0
IBM Public License 1.0
Mozilla Public License Version 1.1
Common Development and Distribution License (CDDL) Version 1.0
BSD
MIT
Incompatible Licenses include:
GNU GPL 2.0
GNU LGPL
Sun Binary Code License Agreement
Want to use a source distribution instead of a binary distribution? Wat to
distribute modified code ? Not certain of the answers ?
Contact the EMO"
michael
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Re: BSD license for LWJGL is good for Eclipse? [message #933 is a reply to message #902] |
Tue, 19 August 2008 09:06 ![Go to previous message Go to previous message](theme/Solstice/images/up.png) ![Go to next message Go to next message](theme/Solstice/images/down.png) |
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LWJGL is currently bundled as an unmodified (binary) distribution, i.e.
the official release of LWJGL is simply packed into an Eclipse plugin.
(Since I also provide a source and javadoc plugin for documentation
purposes, it's not a pure binary distribution, but the source and
documentation are not modified). But I will contact the LWJGL authors
and ask them if we can find a better solution, we were already
discussing the idea of integrating the Eclipse plugin into the LWJGL
build process. Then there would be an "official" LWJGL plugin.
Also, I'm thinking of refactoring GEF3D in order to reduce its
dependencies to LWJGL. This is not too easy since we are currently
using LWJGL's math package, but I think it should be possible. Instead
of calling static OpenGL functions I want to create an interface
Graphics3D, much like the SWT Graphics interface. That way we could use
different render libraries, such as JOGL, Eclipse OpenGL or LWJGL --
and of course non OpenGL renderes for exporting 3D scenes to X3D or
stuff like that. I've filed a bug report on GEF3D's bugzilla:
https://gorgo.fernuni-hagen.de/bugzilla-3.0.4/show_bug.cgi?i d=10
Cheers,
Jens
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Re: BSD license for LWJGL is good for Eclipse? [message #560707 is a reply to message #902] |
Tue, 19 August 2008 09:06 ![Go to previous message Go to previous message](theme/Solstice/images/up.png) |
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LWJGL is currently bundled as an unmodified (binary) distribution, i.e.
the official release of LWJGL is simply packed into an Eclipse plugin.
(Since I also provide a source and javadoc plugin for documentation
purposes, it's not a pure binary distribution, but the source and
documentation are not modified). But I will contact the LWJGL authors
and ask them if we can find a better solution, we were already
discussing the idea of integrating the Eclipse plugin into the LWJGL
build process. Then there would be an "official" LWJGL plugin.
Also, I'm thinking of refactoring GEF3D in order to reduce its
dependencies to LWJGL. This is not too easy since we are currently
using LWJGL's math package, but I think it should be possible. Instead
of calling static OpenGL functions I want to create an interface
Graphics3D, much like the SWT Graphics interface. That way we could use
different render libraries, such as JOGL, Eclipse OpenGL or LWJGL --
and of course non OpenGL renderes for exporting 3D scenes to X3D or
stuff like that. I've filed a bug report on GEF3D's bugzilla:
https://gorgo.fernuni-hagen.de/bugzilla-3.0.4/show_bug.cgi?i d=10
Cheers,
Jens
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