To build your raylib game for Raspberry Pi you just need to download raylib git repository (or get the current release from [here](https://github.com/raysan5/raylib/releases)). All required libraries come with the raylib, **no additional dependencies are required**. raylib also comes with ready-to-use makefiles to compile source code and examples.
**WARNING: `PLATFORM_RPI` is deprecated (only works with Raspbian Buster). Use `PLATFORM_DRM` for latest RPI OS Bullseye.**
**BE AWARE:** [referring to this question](https://github.com/raysan5/raylib/issues/1509#issue-777709102), that a library compiled with **` PLATFORM=PLATFORM_DRM` will not work on `X Desktop`** and a library compiled for **`X Desktop` will not run via `CLI`**, relevantly.
### Supported Devices and OS
@ -21,13 +19,13 @@ raylib supports the platforms/OSs, **desktop and native modes**:
### Supported OpenGL backends
- OpenGL ES 2.0 in **native mode** (no X11 required) (`PLATFORM_DRM` or `PLATFORM_RPI`)
- OpenGL ES 2.0 in **native mode** (no X11 required) (`PLATFORM_DRM`)
- OpenGL 1.1 on X11 desktop mode (`PLATFORM_DESKTOP`)
- OpenGL 2.1 on X11 desktop mode (`PLATFORM_DESKTOP`)
By default, raylib should be compiled with `PLATFORM_DESKTOP` on classic X11-based Linux desktop environment, using the provided `OpenGL desktop drivers`. However, it is also possible to compile in native mode not depending on any windowing system (no X11 required).
When compiling for **native mode**, `PLATFORM_DRM`or `PLATFORM_RPI`should be used, depending on the RPI OS version, check previous point for details.
When compiling for **native mode**, `PLATFORM_DRM` should be used, depending on the RPI OS version, check previous point for details.
### Compiling raylib source code
@ -64,7 +62,7 @@ On Raspberry Pi models 0 to 4 using the Raspbian OS: