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This is __WHAT WILL BECOME__ a description of what the issue labels mean and how they are used.
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## Type labels
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An issue will receive only one of these. Every issue should get a type eventually, but if it's unclear it's better to wait.
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### bug
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Bug reports and bug fix pull requests.
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### question
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Design discussions, meta-discussions about the project and support requests not caused by an external bug.
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### enhancement
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Feature requests and feature addition pull requests.
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## Status
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These may be combined as necessary.
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### verified
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The bug has been reproduced by a maintainer, or possibly verified via documentation, and will very likely be fixed.
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### waiting for reply
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The maintainer needs more information before being able to continue working on it. Please always check the [contribution guide](https://github.com/glfw/glfw/blob/master/.github/CONTRIBUTING.md) when creating an issue and add any recommended information.
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### cannot reproduce
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No maintainer has been able to reproduce the issue or verify it via documentation. If you can reproduce it and have the time, please volunteer to help test or develop a fix.
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### invalid
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This issue appears to make no sense.
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### external
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This bug is caused by something other than GLFW, in a way that GLFW cannot or should not work around.
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### wontfix
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This issue is valid but has been rejected.
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### duplicate
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This is a duplicate or near duplicate of an existing issue, usually but not always an older one. Typically an issue is closed when it is marked as a duplicate.
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### critical
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This issue is high-impact and must be resolved before the next release.
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## GPU manufacturer
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### Nvidia, Intel, AMD
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This issue applies to only a single GPU manufacturer. These do not indicate CPU manufacturer.
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## Platform
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### Linux, Windows, macOS, NetBSD, X11, OpenBSD, Cygwin, Wayland, Mir
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These should be fairly self-explanatory. Add all that apply. Issues with none of these are platform independent.
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## Area
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### Vulkan
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This issue relates to [Vulkan](https://en.wikipedia.org/wiki/Vulkan_(API)) support.
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### HDR
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This issue relates to high dynamic range in the sense of deep color and/or wide gamut support.
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### Rift
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This issue relates to rendering to an Oculus Rift, usually via LibOVR.
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### High-DPI
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This issue relates to support for high-resolution monitors such as Apple's Retina.
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### documentation
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This issue relates to the documentation.
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