Update community resource links
diff --git a/docs/build.dox b/docs/build.dox
index 03d0fd7..cfa5b63 100644
--- a/docs/build.dox
+++ b/docs/build.dox
@@ -215,6 +215,9 @@
target_link_libraries(myapp OpenGL::GL)
@endcode
+For a minimal example of a program and GLFW sources built with CMake, see the
+[GLFW CMake Starter](https://github.com/juliettef/GLFW-CMake-starter) on GitHub.
+
@subsection build_link_cmake_package With CMake and installed GLFW binaries
diff --git a/docs/quick.dox b/docs/quick.dox
index 17d2679..f6db339 100644
--- a/docs/quick.dox
+++ b/docs/quick.dox
@@ -251,12 +251,16 @@
You can also set a framebuffer size callback using @ref
glfwSetFramebufferSizeCallback and be notified when the size changes.
-Actual rendering with OpenGL is outside the scope of this tutorial, but there
-are [many](https://open.gl/) [excellent](https://learnopengl.com/)
-[tutorial](http://openglbook.com/) [sites](http://ogldev.atspace.co.uk/) that
-teach modern OpenGL. Some of them use GLFW to create the context and window
-while others use GLUT or SDL, but remember that OpenGL itself always works the
-same.
+The details of how to render with OpenGL is outside the scope of this tutorial,
+but there are many excellent resources for learning modern OpenGL. Here are
+a few of them:
+
+ - [Anton's OpenGL 4 Tutorials](https://antongerdelan.net/opengl/)
+ - [Learn OpenGL](https://learnopengl.com/)
+ - [Open.GL](https://open.gl/)
+
+These all happen to use GLFW, but OpenGL itself works the same whatever API you
+use to create the window and context.
@subsection quick_timer Reading the timer
diff --git a/docs/vulkan.dox b/docs/vulkan.dox
index 767cb9f..2585c2b 100644
--- a/docs/vulkan.dox
+++ b/docs/vulkan.dox
@@ -4,8 +4,8 @@
@tableofcontents
-This guide is intended to fill the gaps between the [Vulkan
-documentation](https://www.khronos.org/vulkan/) and the rest of the GLFW
+This guide is intended to fill the gaps between the official [Vulkan
+resources](https://www.khronos.org/vulkan/) and the rest of the GLFW
documentation and is not a replacement for either. It assumes some familiarity
with Vulkan concepts like loaders, devices, queues and surfaces and leaves it to
the Vulkan documentation to explain the details of Vulkan functions.
@@ -14,6 +14,11 @@
SDK](https://vulkan.lunarg.com/) for your platform. Apart from headers and link
libraries, they also provide the validation layers necessary for development.
+The [Vulkan Tutorial](https://vulkan-tutorial.com/) has more information on how
+to use GLFW and Vulkan. The [Khronos Vulkan
+Samples](https://github.com/KhronosGroup/Vulkan-Samples) also use GLFW, although
+with a small framework in between.
+
For details on a specific Vulkan support function, see the @ref vulkan. There
are also guides for the other areas of the GLFW API.