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</div><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;"><p>> For Debian packaging, it may make sense to just simplify and say<br>> "let castle-game-engine recommend libpng". I'm just saying that it's<br>> not a strict dependency for upstream.</p>
<p>Not sure if I fully agree. If I understand correctly the packages that<br>have a Build-Depends on cge need the Depends/Recommends on libpng (like<br>view3dscene).<br></p></blockquote><div class="gmail_quote"><br></div><div class="gmail_quote">Sure, it's correct that view3dscene "Recommends" the libpng. Because opening a VRML/X3D file that uses a texture encoded in png is a very common case, it's reasonable for a user to assume that "just installing view3dscene" will make this possible.</div><div class="gmail_quote"><br></div><div class="gmail_quote">And most <span style="line-height: 1.4;">games use png for textures/images, so they will want to "Depend" on libpng. </span><span style="line-height: 1.4;">Otherwise they could not read png textures. (Which doesn't </span><span style="line-height: 1.4;">need to cause a crash, a particular game may choose to turn it into a mere warning.)</span></div></div><div class="gmail_quote"><span style="line-height: 1.4;">What I meant to say, in my earlier mail, is that: </span><span style="line-height: 1.4;">if you somehow make a game that doesn't use png (maybe it has no textures/images, or only in other formats like jpg or ppm or dds), then </span><span style="line-height: 1.4;">it does not need to depend on libpng. It will happily work on a system without libpng. So merely using CGE does not *always* imply that you also need to have libpng at runtime.</span></div><div class="gmail_quote"><span style="line-height: 1.4;">Regards,</span></div><div class="gmail_quote">Michalis</div></body>