<div dir="ltr"><div>Hi guys</div><div><br></div><div>During his talk, Richard Stallman was extremely convincing when he explained multiple times why everybody using GPLv2(+) should upgrade to GPLv3+at least he convinced me.</div><div>Sadly, the videos of the talk are not yet available publicly, but I have good hopes they'll be soon enough.</div><div><br></div><div>This is the link where they should appear quickly:</div><font size="2"><div><a href="https://video.fosdem.org/2016/ud2218a/">https://video.fosdem.org/2016/ud2218a/</a></div><p>So, I'm not for upgrading to GPLv3+ because of code we want to use from elsewhere, but in order to fix the current breach Richard Stallman mentioned.</p><p><br></p><p>Best regards,</p><p>Arnaud</p><p><br></p></font><div><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Mon, Feb 1, 2016 at 1:43 PM, Johannes Schickel <span dir="ltr"><<a href="mailto:lordhoto@gmail.com" target="_blank">lordhoto@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span>On 02/01/2016 12:10 PM, Eugene Sandulenko wrote:<br>
> 1. There is certain software, particularly RetroArch's shader scalers<br>
> which I'd like to use. I spoke to them last year, they kind of<br>
> dual-licensed portions under GPLv2, but since that that specific<br>
> branch was deleted from their repository on GitHub, so there are no<br>
> traceable signs of that agreement.<br>
<br>
</span>Uhm, why would we need to be GPLv3(+) to use RetroArch's shader scalers?<br>
That is as long as we don't copy over any RetroArch code. I'm especially<br>
wondering because I am working to support their shader format based on<br>
their specification. [1]<br>
<br>
// Johannes<br>
<br>
[1]: <a href="http://wiki.libretro.com/index.php?title=Shader_Specification" target="_blank" rel="noreferrer">http://wiki.libretro.com/index.php?title=Shader_Specification</a><br>
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