Update README.md
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README.md
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@ -5,7 +5,7 @@ OpenTK
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### MAINTAINERS WANTED
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OpenTK is a large project, with a huge number of components. We're looking to add a more maintainers to the team.
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Email [@varon](https://github.com/varon) or message him in Gitter if you'd like to help out.
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Email [@varon](https://github.com/varon) or message him in Gitter if you'd like to help out.
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[![Join the chat at https://gitter.im/opentk/opentk](https://badges.gitter.im/opentk/opentk.svg)](https://gitter.im/opentk/opentk?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge)
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@ -46,13 +46,11 @@ Instructions
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The simplest way to use OpenTK in your project is to install the [NuGet package](http://www.nuget.org/packages/OpenTK/).
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If you want to try out the latest development build from the `develop` branch, we also have a [MyGet feed](https://www.myget.org/F/opentk-develop/api/v3/index.json).
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Note what installing NuGet package will add reference to OpenTK.dll, but OpenTK.dll.config
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will not be copied to the project output directory automatically, so you need to add it to your project
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Note what installing NuGet package will add reference to OpenTK.dll, but OpenTK.dll.config
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will not be copied to the project output directory automatically, so you need to add it to your project
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and then enable the "Copy to Output Directory" option (as in step 3 below).
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To build OpenTK from source, simply double-click OpenTK.sln and build through your IDE.
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Alternatively, open a command prompt and type:
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To build OpenTK from source, do the following once:
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```
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git clone https://github.com/opentk/opentk # Download source code from git
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cd opentk # Enter the source directory
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@ -60,6 +58,8 @@ cd opentk # Enter the source directory
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./build.sh # Build on Mono (Linux / Mac OS X)
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```
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After this is done at least once, you can build OpenTK normally through
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your IDE.
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News
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====
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@ -220,7 +220,7 @@ Change signature:
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- GL.MultiDrawArrays (`out` -> `ref`)
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- GL.Amd.DeletePerfMonitors (`out` -> `ref`)
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Change signature (may cause crash):
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Change signature (may cause crash):
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- GL.Apple.ObjectPurgeable (returns `AppleObjectPurgeable` instead of `IntPtr`)
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- GL.Ext.SeparableFilter2D
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- GL.Ibm.EdgeFlagPointerList (`bool[]` -> `bool*[]`)
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