1
1

Clean up for the imminent migration from SVN to GIT.

This commit is contained in:
2009-03-31 22:34:34 +00:00
parent f6f47a08eb
commit 441f26a170
146 changed files with 19637 additions and 19637 deletions

View File

@@ -1,206 +1,206 @@
# Microsoft Developer Studio Project File - Name="SoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SoundSystem.mak" CFG="SoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\soundsystem"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\soundsystem"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/moto/include" /I "../../dummy" /I "../../openal" /I "..\..\..\string" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\soundsystem\libSoundSystem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\SoundSystem\include\*.h ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\soundsystem\*.lib ..\..\..\..\..\lib\windows\SoundSystem\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "SoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SoundSystem___Win32_Debug"
# PROP BASE Intermediate_Dir "SoundSystem___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\soundsystem\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\soundsystem\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/moto/include" /I "../../dummy" /I "../../openal" /I "..\..\..\string" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\soundsystem\debug\libSoundSystem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\SoundSystem\include\*.h ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\soundsystem\debug\*.lib ..\..\..\..\..\lib\windows\SoundSystem\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "SoundSystem - Win32 Release"
# Name "SoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\SND_AudioDevice.cpp
# End Source File
# Begin Source File
SOURCE="..\..\intern\SND_C-api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_CDObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_DeviceManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_IdObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_Scene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_SoundListener.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_SoundObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_Utils.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_WaveCache.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_WaveSlot.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\SND_AudioDevice.h
# End Source File
# Begin Source File
SOURCE="..\..\SND_C-api.h"
# End Source File
# Begin Source File
SOURCE=..\..\SND_CDObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_DependKludge.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_DeviceManager.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_IAudioDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_IdObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Scene.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_SoundListener.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_SoundObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Utils.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_WaveCache.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_WaveSlot.h
# End Source File
# Begin Source File
SOURCE=..\..\SoundDefines.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SoundSystem.mak" CFG="SoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\soundsystem"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\soundsystem"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/moto/include" /I "../../dummy" /I "../../openal" /I "..\..\..\string" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\soundsystem\libSoundSystem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\SoundSystem\include\*.h ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\soundsystem\*.lib ..\..\..\..\..\lib\windows\SoundSystem\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "SoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SoundSystem___Win32_Debug"
# PROP BASE Intermediate_Dir "SoundSystem___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\soundsystem\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\soundsystem\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/moto/include" /I "../../dummy" /I "../../openal" /I "..\..\..\string" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\soundsystem\debug\libSoundSystem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\SoundSystem\include\*.h ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\soundsystem\debug\*.lib ..\..\..\..\..\lib\windows\SoundSystem\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "SoundSystem - Win32 Release"
# Name "SoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\SND_AudioDevice.cpp
# End Source File
# Begin Source File
SOURCE="..\..\intern\SND_C-api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_CDObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_DeviceManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_IdObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_Scene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_SoundListener.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_SoundObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_Utils.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_WaveCache.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_WaveSlot.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\SND_AudioDevice.h
# End Source File
# Begin Source File
SOURCE="..\..\SND_C-api.h"
# End Source File
# Begin Source File
SOURCE=..\..\SND_CDObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_DependKludge.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_DeviceManager.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_IAudioDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\SND_IdObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Scene.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_SoundListener.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_SoundObject.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_Utils.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_WaveCache.h
# End Source File
# Begin Source File
SOURCE=..\..\SND_WaveSlot.h
# End Source File
# Begin Source File
SOURCE=..\..\SoundDefines.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,103 +1,103 @@
# Microsoft Developer Studio Project File - Name="DummySoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=DummySoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "DummySoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "DummySoundSystem.mak" CFG="DummySoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "DummySoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "DummySoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "DummySoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\dummy\libDummySoundSystem.lib"
!ELSEIF "$(CFG)" == "DummySoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug\libDummySoundSystem.lib"
!ENDIF
# Begin Target
# Name "DummySoundSystem - Win32 Release"
# Name "DummySoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\dummy\SND_DummyDevice.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\dummy\SND_DummyDevice.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="DummySoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=DummySoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "DummySoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "DummySoundSystem.mak" CFG="DummySoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "DummySoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "DummySoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "DummySoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\dummy\libDummySoundSystem.lib"
!ELSEIF "$(CFG)" == "DummySoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\dummy\debug\libDummySoundSystem.lib"
!ENDIF
# Begin Target
# Name "DummySoundSystem - Win32 Release"
# Name "DummySoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\dummy\SND_DummyDevice.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\dummy\SND_DummyDevice.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,106 +1,106 @@
# Microsoft Developer Studio Project File - Name="OpenALSoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=OpenALSoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "OpenALSoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "OpenALSoundSystem.mak" CFG="OpenALSoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "OpenALSoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "OpenALSoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "OpenALSoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\SoundSystem\sdl" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /I "..\..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\..\lib\windows\sdl\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\openal\libOpenALSoundSystem.lib"
!ELSEIF "$(CFG)" == "OpenALSoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "OpenALSoundSystem___Win32_Debug"
# PROP BASE Intermediate_Dir "OpenALSoundSystem___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\SoundSystem\sdl" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /I "..\..\..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\..\..\lib\windows\openal\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug\libOpenALSoundSystem.lib"
!ENDIF
# Begin Target
# Name "OpenALSoundSystem - Win32 Release"
# Name "OpenALSoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\openal\SND_OpenALDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\sdl\SND_SDLCDDevice.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\openal\SND_OpenALDevice.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="OpenALSoundSystem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=OpenALSoundSystem - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "OpenALSoundSystem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "OpenALSoundSystem.mak" CFG="OpenALSoundSystem - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "OpenALSoundSystem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "OpenALSoundSystem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "OpenALSoundSystem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\SoundSystem\sdl" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /I "..\..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\..\lib\windows\sdl\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\openal\libOpenALSoundSystem.lib"
!ELSEIF "$(CFG)" == "OpenALSoundSystem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "OpenALSoundSystem___Win32_Debug"
# PROP BASE Intermediate_Dir "OpenALSoundSystem___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\intern" /I "..\..\..\..\SoundSystem" /I "..\..\..\..\SoundSystem\sdl" /I "..\..\..\..\moto\include" /I "..\..\..\..\string" /I "..\..\..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\..\..\lib\windows\openal\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\intern\soundsystem\openal\debug\libOpenALSoundSystem.lib"
!ENDIF
# Begin Target
# Name "OpenALSoundSystem - Win32 Release"
# Name "OpenALSoundSystem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\openal\SND_OpenALDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\sdl\SND_SDLCDDevice.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\openal\SND_OpenALDevice.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,176 +1,176 @@
# Microsoft Developer Studio Project File - Name="bmfont" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=bmfont - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "bmfont.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "bmfont.mak" CFG="bmfont - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "bmfont - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "bmfont - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "bmfont - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bmfont"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bmfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /I "../../intern" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bmfont\libbmfont.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying BMFONT files library (release target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\bmfont\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bmfont\*.lib ..\..\..\..\..\lib\windows\bmfont\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "bmfont - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bmfont\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bmfont\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../.." /I "../../intern" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bmfont\debug\libbmfont.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying BMFONT files library (debug target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\bmfont\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bmfont\debug\*.lib ..\..\..\..\..\lib\windows\bmfont\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "bmfont - Win32 Release"
# Name "bmfont - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\BMF_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_BitmapFont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helv10.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helv12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb10.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb14.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb8.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr14.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr15.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\BMF_BitmapFont.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_FontData.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\BMF_Api.h
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Fonts.h
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Settings.h
# End Source File
# End Group
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="bmfont" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=bmfont - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "bmfont.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "bmfont.mak" CFG="bmfont - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "bmfont - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "bmfont - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "bmfont - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bmfont"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bmfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /I "../../intern" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bmfont\libbmfont.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying BMFONT files library (release target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\bmfont\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bmfont\*.lib ..\..\..\..\..\lib\windows\bmfont\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "bmfont - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bmfont\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bmfont\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../.." /I "../../intern" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bmfont\debug\libbmfont.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying BMFONT files library (debug target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\bmfont\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bmfont\debug\*.lib ..\..\..\..\..\lib\windows\bmfont\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "bmfont - Win32 Release"
# Name "bmfont - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\BMF_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_BitmapFont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helv10.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helv12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb10.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb14.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_helvb8.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr12.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr14.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_font_scr15.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\BMF_BitmapFont.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BMF_FontData.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\BMF_Api.h
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Fonts.h
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Settings.h
# End Source File
# End Group
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "bmfont"=.\bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "bmfont"=.\bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,109 +1,109 @@
# Microsoft Developer Studio Project File - Name="BMF_Test" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BMF_Test - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BMF_Test.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BMF_Test.mak" CFG="BMF_Test - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BMF_Test - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BMF_Test - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BMF_Test - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/ghost/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libstring.a libghost.a glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386 /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/ghost/lib"
!ELSEIF "$(CFG)" == "BMF_Test - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/ghost/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib libstring.a libghost.a user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/ghost/lib"
!ENDIF
# Begin Target
# Name "BMF_Test - Win32 Release"
# Name "BMF_Test - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\intern\BMF_glut_helb8.c
# End Source File
# Begin Source File
SOURCE=..\..\..\intern\BMF_glut_helb8.cpp
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Test.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BMF_Test" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BMF_Test - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BMF_Test.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BMF_Test.mak" CFG="BMF_Test - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BMF_Test - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BMF_Test - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BMF_Test - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/ghost/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libstring.a libghost.a glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386 /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/ghost/lib"
!ELSEIF "$(CFG)" == "BMF_Test - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/BMF_bmfont/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../" /I "../../../../../lib/windows/string/include" /I "../../../../../lib/windows/ghost/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib libstring.a libghost.a user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/ghost/lib"
!ENDIF
# Begin Target
# Name "BMF_Test - Win32 Release"
# Name "BMF_Test - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\intern\BMF_glut_helb8.c
# End Source File
# Begin Source File
SOURCE=..\..\..\intern\BMF_glut_helb8.cpp
# End Source File
# Begin Source File
SOURCE=..\..\BMF_Test.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,44 +1,44 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BMF_Test"=.\BMF_Test.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name BMF_bmfont
End Project Dependency
}}}
###############################################################################
Project: "BMF_bmfont"=..\..\..\make\msvc_6_0\BMF_bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BMF_Test"=.\BMF_Test.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name BMF_bmfont
End Project Dependency
}}}
###############################################################################
Project: "BMF_bmfont"=..\..\..\make\msvc_6_0\BMF_bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,6 +1,6 @@
/**
*
* $Id: BOP_Merge22.cpp 14444 2008-04-16 22:40:48Z hos $
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*

View File

@@ -1,6 +1,6 @@
/**
*
* $Id: BOP_Misc.h 14444 2008-04-16 22:40:48Z khughes $
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*

View File

@@ -1,222 +1,222 @@
# Microsoft Developer Studio Project File - Name="boolop" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=boolop - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "boolop.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "boolop.mak" CFG="boolop - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "boolop - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "boolop - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "boolop - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\source\blender\makesdna\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "../../extern" /I "..\..\..\..\..\lib\windows\guardedalloc\include\\" /I "..\..\..\..\source\blender\blenlib\\" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib folder XCOPY /Y .\release\*.lib ..\..\..\..\..\lib\windows\boolop\lib\*.lib
# End Special Build Tool
!ELSEIF "$(CFG)" == "boolop - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\blender\makesdna\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "../../extern" /I "..\..\..\..\..\lib\windows\guardedalloc\include\\" /I "..\..\..\..\source\blender\blenlib\\" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "boolop - Win32 Release"
# Name "boolop - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\BOP_BBox.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPNode.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPTree.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Edge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face2Face.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Interface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_MathUtils.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Merge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Mesh.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Segment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Splitter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Tag.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Triangulator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Vertex.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\BOP_BBox.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPNode.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPTree.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Chrono.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Edge.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face2Face.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Indexs.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_MathUtils.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Merge.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Mesh.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Segment.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Splitter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Tag.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Triangulator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Vertex.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="boolop" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=boolop - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "boolop.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "boolop.mak" CFG="boolop - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "boolop - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "boolop - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "boolop - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\source\blender\makesdna\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "../../extern" /I "..\..\..\..\..\lib\windows\guardedalloc\include\\" /I "..\..\..\..\source\blender\blenlib\\" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib folder XCOPY /Y .\release\*.lib ..\..\..\..\..\lib\windows\boolop\lib\*.lib
# End Special Build Tool
!ELSEIF "$(CFG)" == "boolop - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\blender\makesdna\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "../../extern" /I "..\..\..\..\..\lib\windows\guardedalloc\include\\" /I "..\..\..\..\source\blender\blenlib\\" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "boolop - Win32 Release"
# Name "boolop - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\BOP_BBox.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPNode.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPTree.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Edge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face2Face.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Interface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_MathUtils.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Merge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Mesh.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Segment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Splitter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Tag.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Triangulator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Vertex.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\BOP_BBox.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPNode.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_BSPTree.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Chrono.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Edge.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Face2Face.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Indexs.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_MathUtils.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Merge.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Mesh.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Segment.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Splitter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Tag.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Triangulator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BOP_Vertex.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,138 +1,138 @@
# Microsoft Developer Studio Project File - Name="bsplib" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=bsplib - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "bsplib.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "bsplib.mak" CFG="bsplib - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "bsplib - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "bsplib - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "bsplib - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bsp\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bsp\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /I "../../../../../lib/windows/memutil/include" /I "../.." /I "../../../../../lib/windows/moto/include" /I "../../../../../lib/windows/container/include" /I "..\..\..\container" /I "..\..\..\moto\include" /I "..\..\..\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bsp\libbsp.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\bsp\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\*.lib ..\..\..\..\..\lib\windows\bsp\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "bsplib - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bsp\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bsp\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../lib/windows/memutil" /I "../.." /I "../../../../../lib/windows/moto/include" /I "../../../../../lib/windows/container/include" /I "../../../../../lib/windows/memutil/include" /I "..\..\..\container" /I "..\..\..\moto\include" /I "..\..\..\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bsp\debug\libbsp.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\bsp\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\debug\*.lib ..\..\..\..\..\lib\windows\bsp\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\debug\vc60.* ..\..\..\..\..\lib\windows\bsp\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "bsplib - Win32 Release"
# Name "bsplib - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\BSP_CSGException.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGISplitter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh_CFIterator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_MeshPrimitives.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_MeshPrimitives.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\CSG_BooleanOps.cpp
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\CSG_BooleanOps.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="bsplib" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=bsplib - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "bsplib.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "bsplib.mak" CFG="bsplib - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "bsplib - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "bsplib - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "bsplib - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bsp\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bsp\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /I "../../../../../lib/windows/memutil/include" /I "../.." /I "../../../../../lib/windows/moto/include" /I "../../../../../lib/windows/container/include" /I "..\..\..\container" /I "..\..\..\moto\include" /I "..\..\..\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bsp\libbsp.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\bsp\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\*.lib ..\..\..\..\..\lib\windows\bsp\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "bsplib - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\bsp\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\bsp\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../lib/windows/memutil" /I "../.." /I "../../../../../lib/windows/moto/include" /I "../../../../../lib/windows/container/include" /I "../../../../../lib/windows/memutil/include" /I "..\..\..\container" /I "..\..\..\moto\include" /I "..\..\..\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\bsp\debug\libbsp.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\bsp\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\debug\*.lib ..\..\..\..\..\lib\windows\bsp\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\bsp\debug\vc60.* ..\..\..\..\..\lib\windows\bsp\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "bsplib - Win32 Release"
# Name "bsplib - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\BSP_CSGException.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGISplitter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_CSGMesh_CFIterator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_MeshPrimitives.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\BSP_MeshPrimitives.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\CSG_BooleanOps.cpp
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\CSG_BooleanOps.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "bsplib"=.\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "bsplib"=.\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,126 +1,126 @@
# Microsoft Developer Studio Project File - Name="BSP_GhostTest" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BSP_GhostTest - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BSP_GhostTest.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BSP_GhostTest.mak" CFG="BSP_GhostTest - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BSP_GhostTest - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BSP_GhostTest - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BSP_GhostTest - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /G6 /MT /W3 /GX /O2 /Ob2 /I "../../extern/" /I "../../../../lib/windows/string/include" /I "../../../../lib/windows/ghost/include" /I "../../../../lib/windows/moto/include" /I "../../../../lib/windows/memutil/include" /I "../../../../lib/windows/container/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\lib\windows\glut-3.7\lib\\"
!ELSEIF "$(CFG)" == "BSP_GhostTest - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../extern/" /I "../../../../lib/windows/string/include" /I "../../../../lib/windows/ghost/include" /I "../../../../lib/windows/moto/include" /I "../../../../lib/windows/memutil/include" /I "../../../../lib/windows/container/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\lib\windows\glut-3.7\lib\\"
!ENDIF
# Begin Target
# Name "BSP_GhostTest - Win32 Release"
# Name "BSP_GhostTest - Win32 Debug"
# Begin Source File
SOURCE=.\BSP_GhostTest3D.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_GhostTest3D.h
# End Source File
# Begin Source File
SOURCE=.\BSP_MeshDrawer.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_MeshDrawer.h
# End Source File
# Begin Source File
SOURCE=.\BSP_PlyLoader.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_PlyLoader.h
# End Source File
# Begin Source File
SOURCE=.\BSP_TMesh.h
# End Source File
# Begin Source File
SOURCE=.\main.cpp
# End Source File
# Begin Source File
SOURCE=.\ply.h
# End Source File
# Begin Source File
SOURCE=.\plyfile.c
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BSP_GhostTest" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BSP_GhostTest - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BSP_GhostTest.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BSP_GhostTest.mak" CFG="BSP_GhostTest - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BSP_GhostTest - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BSP_GhostTest - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BSP_GhostTest - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /G6 /MT /W3 /GX /O2 /Ob2 /I "../../extern/" /I "../../../../lib/windows/string/include" /I "../../../../lib/windows/ghost/include" /I "../../../../lib/windows/moto/include" /I "../../../../lib/windows/memutil/include" /I "../../../../lib/windows/container/include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\lib\windows\glut-3.7\lib\\"
!ELSEIF "$(CFG)" == "BSP_GhostTest - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../extern/" /I "../../../../lib/windows/string/include" /I "../../../../lib/windows/ghost/include" /I "../../../../lib/windows/moto/include" /I "../../../../lib/windows/memutil/include" /I "../../../../lib/windows/container/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\lib\windows\glut-3.7\lib\\"
!ENDIF
# Begin Target
# Name "BSP_GhostTest - Win32 Release"
# Name "BSP_GhostTest - Win32 Debug"
# Begin Source File
SOURCE=.\BSP_GhostTest3D.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_GhostTest3D.h
# End Source File
# Begin Source File
SOURCE=.\BSP_MeshDrawer.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_MeshDrawer.h
# End Source File
# Begin Source File
SOURCE=.\BSP_PlyLoader.cpp
# End Source File
# Begin Source File
SOURCE=.\BSP_PlyLoader.h
# End Source File
# Begin Source File
SOURCE=.\BSP_TMesh.h
# End Source File
# Begin Source File
SOURCE=.\main.cpp
# End Source File
# Begin Source File
SOURCE=.\ply.h
# End Source File
# Begin Source File
SOURCE=.\plyfile.c
# End Source File
# End Target
# End Project

View File

@@ -1,125 +1,125 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BSP_GhostTest"=.\BSP_GhostTest.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name bsplib
End Project Dependency
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "MoTo"=..\..\..\moto\make\msvc_6_0\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bsplib"=..\..\make\msvc6_0\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "container"=..\..\..\container\make\msvc_6_0\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
}}}
###############################################################################
Project: "ghost"=..\..\..\ghost\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "memutil"=..\..\..\memutil\make\msvc_60\memutil.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BSP_GhostTest"=.\BSP_GhostTest.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name bsplib
End Project Dependency
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "MoTo"=..\..\..\moto\make\msvc_6_0\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bsplib"=..\..\make\msvc6_0\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "container"=..\..\..\container\make\msvc_6_0\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
}}}
###############################################################################
Project: "ghost"=..\..\..\ghost\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "memutil"=..\..\..\memutil\make\msvc_60\memutil.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,133 +1,133 @@
# Microsoft Developer Studio Project File - Name="container" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=container - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "container.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "container.mak" CFG="container - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "container - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "container - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "container - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\container"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\container"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/container/libcontainer.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\container\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\container\*.lib ..\..\..\..\..\lib\windows\container\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "container - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\container\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\container\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\container\debug\libcontainer.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\container\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\container\debug\*.lib ..\..\..\..\..\lib\windows\container\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\container\debug\vc60.* ..\..\..\..\..\lib\windows\container\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "container - Win32 Release"
# Name "container - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\CTR_List.cpp
!IF "$(CFG)" == "container - Win32 Release"
# ADD CPP /I "../extern" /I "../../"
!ELSEIF "$(CFG)" == "container - Win32 Debug"
# ADD CPP /I "../../"
!ENDIF
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\CTR_List.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_TaggedIndex.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_TaggedSetOps.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_UHeap.h
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="container" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=container - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "container.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "container.mak" CFG="container - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "container - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "container - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "container - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\container"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\container"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/container/libcontainer.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\container\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\container\*.lib ..\..\..\..\..\lib\windows\container\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "container - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\container\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\container\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\container\debug\libcontainer.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\container\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\container\debug\*.lib ..\..\..\..\..\lib\windows\container\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\container\debug\vc60.* ..\..\..\..\..\lib\windows\container\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "container - Win32 Release"
# Name "container - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\CTR_List.cpp
!IF "$(CFG)" == "container - Win32 Release"
# ADD CPP /I "../extern" /I "../../"
!ELSEIF "$(CFG)" == "container - Win32 Debug"
# ADD CPP /I "../../"
!ENDIF
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\CTR_List.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_TaggedIndex.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_TaggedSetOps.h
# End Source File
# Begin Source File
SOURCE=..\..\CTR_UHeap.h
# End Source File
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "container"=.\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "container"=.\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,186 +1,186 @@
# Microsoft Developer Studio Project File - Name="decimation" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=decimation - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "decimation.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "decimation.mak" CFG="decimation - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "decimation - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "decimation - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "decimation - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\decimation"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\decimation"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /Ob2 /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I"..\..\..\moto\include" /I"..\..\..\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\decimation\libdecimation.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\decimation\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\*.lib ..\..\..\..\..\lib\windows\decimation\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "decimation - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\decimation\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\decimation\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W4 /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I"..\..\..\moto\include" /I"..\..\..\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\decimation\debug\libdecimation.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\decimation\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\debug\*.lib ..\..\..\..\..\lib\windows\decimation\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\debug\vc60.* ..\..\..\..\..\lib\windows\decimation\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "decimation - Win32 Release"
# Name "decimation - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\LOD_decimation.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_DecimationClass.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_EdgeCollapser.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_EdgeCollapser.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternBufferEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternNormalEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternNormalEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_FaceNormalEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_FaceNormalEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ManMesh2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ManMesh2.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshBounds.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshException.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshPrimitives.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshPrimitives.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QSDecimator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QSDecimator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_Quadric.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QuadricEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QuadricEditor.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\LOD_decimation.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="decimation" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=decimation - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "decimation.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "decimation.mak" CFG="decimation - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "decimation - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "decimation - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "decimation - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\decimation"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\decimation"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /Ob2 /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I"..\..\..\moto\include" /I"..\..\..\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\decimation\libdecimation.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\decimation\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\*.lib ..\..\..\..\..\lib\windows\decimation\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "decimation - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\decimation\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\decimation\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W4 /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\container\include\\" /I "..\..\..\..\..\lib\windows\memutil\include\\" /I "..\..\..\..\..\lib\windows\moto\include\\" /I"..\..\..\moto\include" /I"..\..\..\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\decimation\debug\libdecimation.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\decimation\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\debug\*.lib ..\..\..\..\..\lib\windows\decimation\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\decimation\debug\vc60.* ..\..\..\..\..\lib\windows\decimation\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "decimation - Win32 Release"
# Name "decimation - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\LOD_decimation.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_DecimationClass.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_EdgeCollapser.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_EdgeCollapser.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternBufferEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternNormalEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ExternNormalEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_FaceNormalEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_FaceNormalEditor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ManMesh2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_ManMesh2.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshBounds.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshException.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshPrimitives.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_MeshPrimitives.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QSDecimator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QSDecimator.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_Quadric.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QuadricEditor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\LOD_QuadricEditor.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\LOD_decimation.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,33 +1,33 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "decimation"=.\decimation.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "decimation"=.\decimation.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,290 +1,290 @@
# Microsoft Developer Studio Project File - Name="elbeem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=elbeem - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "elbeem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "elbeem.mak" CFG="elbeem - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "elbeem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "elbeem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "elbeem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /I "../../../../../lib/windows/sdl/include" /I "../../../../../lib/windows/zlib/include" /I "../../../../../lib/windows/png/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "NOGUI" /D "ELBEEM_BLENDER" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"Release\blender_elbeem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib ... xcopy /Y .\release\blender_elbeem.lib ..\..\..\..\..\lib\windows\elbeem\lib\*.*
# End Special Build Tool
!ELSEIF "$(CFG)" == "elbeem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../lib/windows/sdl/include" /I "../../../../../lib/windows/zlib/include" /I "../../../../../lib/windows/png/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "NOGUI" /D "ELBEEM_BLENDER" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"Debug\blender_elbeem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib ... xcopy /Y .\debug\blender_elbeem.lib ..\..\..\..\..\lib\windows\elbeem\lib\debug\*.*
# End Special Build Tool
!ENDIF
# Begin Target
# Name "elbeem - Win32 Release"
# Name "elbeem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\attributes.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\elbeem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\isosurface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_blenderdumper.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_bsptree.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometrymodel.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryobject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lighting.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_ray.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_world.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\parametrizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\particletracer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\simulation_object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_adap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_interface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_util.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\utilities.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\attributes.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\isosurface.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\mcubes_tables.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_blenderdumper.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_bsptree.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryclass.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometrymodel.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryobject.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryshader.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lighting.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lightobject.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_material.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_matrices.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_ray.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_renderglobals.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_rndstream.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_scene.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_triangle.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_vector3dim.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_world.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\parametrizer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\particletracer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\simulation_object.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_class.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_dimenions.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_interface.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_relax.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\utilities.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="elbeem" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=elbeem - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "elbeem.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "elbeem.mak" CFG="elbeem - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "elbeem - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "elbeem - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "elbeem - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /I "../../../../../lib/windows/sdl/include" /I "../../../../../lib/windows/zlib/include" /I "../../../../../lib/windows/png/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "NOGUI" /D "ELBEEM_BLENDER" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"Release\blender_elbeem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib ... xcopy /Y .\release\blender_elbeem.lib ..\..\..\..\..\lib\windows\elbeem\lib\*.*
# End Special Build Tool
!ELSEIF "$(CFG)" == "elbeem - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../lib/windows/sdl/include" /I "../../../../../lib/windows/zlib/include" /I "../../../../../lib/windows/png/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "NOGUI" /D "ELBEEM_BLENDER" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"Debug\blender_elbeem.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy to lib ... xcopy /Y .\debug\blender_elbeem.lib ..\..\..\..\..\lib\windows\elbeem\lib\debug\*.*
# End Special Build Tool
!ENDIF
# Begin Target
# Name "elbeem - Win32 Release"
# Name "elbeem - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\attributes.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\elbeem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\isosurface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_blenderdumper.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_bsptree.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometrymodel.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryobject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lighting.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_ray.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_world.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\parametrizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\particletracer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\simulation_object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_adap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_interface.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_util.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\utilities.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\intern\attributes.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\isosurface.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\mcubes_tables.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_blenderdumper.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_bsptree.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryclass.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometrymodel.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryobject.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_geometryshader.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lighting.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_lightobject.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_material.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_matrices.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_ray.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_renderglobals.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_rndstream.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_scene.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_triangle.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_vector3dim.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\ntl_world.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\parametrizer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\particletracer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\simulation_object.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_class.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_dimenions.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_interface.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\solver_relax.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\utilities.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,292 +1,292 @@
# Microsoft Developer Studio Project File - Name="ghost" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=ghost - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "ghost.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "ghost.mak" CFG="ghost - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ghost - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "ghost - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "ghost - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\ghost"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\ghost"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /I "../../../../../lib/windows/string/include" /I "..\..\..\..\intern\string" /I "../../../../../lib/windows/wintab/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\ghost\libghost.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying GHOST files library (release target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\ghost\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\ghost\*.lib ..\..\..\..\..\lib\windows\ghost\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "ghost - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\ghost\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\ghost\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../.." /I "../../../../../lib/windows/string/include" /I "..\..\..\..\intern\string" /I "../../../../../lib/windows/wintab/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\ghost\debug\libghost.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying GHOST files library (debug target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\ghost\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\ghost\debug\*.lib ..\..\..\..\..\lib\windows\ghost\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "ghost - Win32 Release"
# Name "ghost - Win32 Debug"
# Begin Group "Header Files"
# PROP Default_Filter ""
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\GHOST_Buttons.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_CallbackEventConsumer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Debug.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManagerWin32.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Event.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventButton.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventCursor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventKey.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventPrinter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventWheel.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventWindow.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ModifierKeys.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_System.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_SystemWin32.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerTask.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Window.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowWin32.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE="..\..\GHOST_C-api.h"
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IEvent.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IEventConsumer.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_ISystem.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_ITimerTask.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IWindow.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_Rect.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_Types.h
# End Source File
# End Group
# End Group
# Begin Group "Source Files"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\GHOST_Buttons.cpp
# End Source File
# Begin Source File
SOURCE="..\..\intern\GHOST_C-api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_CallbackEventConsumer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManagerWin32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventPrinter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ISystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ModifierKeys.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Rect.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_SystemWin32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Window.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowWin32.cpp
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="ghost" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=ghost - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "ghost.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "ghost.mak" CFG="ghost - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ghost - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "ghost - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "ghost - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\ghost"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\ghost"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /I "../../../../../lib/windows/string/include" /I "..\..\..\..\intern\string" /I "../../../../../lib/windows/wintab/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\ghost\libghost.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying GHOST files library (release target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\ghost\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\ghost\*.lib ..\..\..\..\..\lib\windows\ghost\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "ghost - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\ghost\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\ghost\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../.." /I "../../../../../lib/windows/string/include" /I "..\..\..\..\intern\string" /I "../../../../../lib/windows/wintab/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\ghost\debug\libghost.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Copying GHOST files library (debug target) to lib tree.
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\ghost\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\ghost\debug\*.lib ..\..\..\..\..\lib\windows\ghost\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "ghost - Win32 Release"
# Name "ghost - Win32 Debug"
# Begin Group "Header Files"
# PROP Default_Filter ""
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\GHOST_Buttons.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_CallbackEventConsumer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Debug.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManagerWin32.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Event.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventButton.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventCursor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventKey.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventPrinter.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventWheel.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventWindow.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ModifierKeys.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_System.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_SystemWin32.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerTask.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Window.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowManager.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowWin32.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE="..\..\GHOST_C-api.h"
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IEvent.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IEventConsumer.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_ISystem.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_ITimerTask.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_IWindow.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_Rect.h
# End Source File
# Begin Source File
SOURCE=..\..\GHOST_Types.h
# End Source File
# End Group
# End Group
# Begin Group "Source Files"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\GHOST_Buttons.cpp
# End Source File
# Begin Source File
SOURCE="..\..\intern\GHOST_C-api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_CallbackEventConsumer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_DisplayManagerWin32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_EventPrinter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ISystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_ModifierKeys.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Rect.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_SystemWin32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_TimerManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_Window.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\GHOST_WindowWin32.cpp
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "ghost"=".\ghost.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "ghost"=".\ghost.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,102 +1,102 @@
# Microsoft Developer Studio Project File - Name="gears" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=gears - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gears.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gears.mak" CFG="gears - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gears - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "gears - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gears - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../.." /I "../../../../string" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "gears - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../.." /I "../../../../string" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "gears - Win32 Release"
# Name "gears - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\gears\GHOST_Test.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="gears" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=gears - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gears.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gears.mak" CFG="gears - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gears - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "gears - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gears - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../.." /I "../../../../string" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "gears - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../.." /I "../../../../string" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "gears - Win32 Release"
# Name "gears - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\gears\GHOST_Test.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,102 +1,102 @@
# Microsoft Developer Studio Project File - Name="gears_C" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=gears_C - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gears_C.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gears_C.mak" CFG="gears_C - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gears_C - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "gears_C - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gears_C - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../.." /I "../../../../string" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "gears_C - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../.." /I "../../../../string" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "gears_C - Win32 Release"
# Name "gears_C - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\gears\GHOST_C-Test.c"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="gears_C" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=gears_C - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gears_C.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gears_C.mak" CFG="gears_C - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gears_C - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "gears_C - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gears_C - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../../.." /I "../../../../string" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "gears_C - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Intermediate_Dir "../../../../../../obj/windows/intern/ghost/test/debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../.." /I "../../../../string" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib opengl32.lib user32.lib gdi32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "gears_C - Win32 Release"
# Name "gears_C - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\gears\GHOST_C-Test.c"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,77 +1,77 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "gears"=.\gears.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "gears_C"=.\gears_C.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "ghost"=..\..\..\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "gears"=.\gears.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "gears_C"=.\gears_C.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "ghost"=..\..\..\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,5 +1,5 @@
/**
* $Id: $
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*

View File

@@ -1,114 +1,114 @@
# Microsoft Developer Studio Project File - Name="guardedalloc" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=guardedalloc - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "guardedalloc.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "guardedalloc.mak" CFG="guardedalloc - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "guardedalloc - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "guardedalloc - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "guardedalloc - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\guardedalloc\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\guardedalloc\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\.." /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\guardedalloc\libguardedalloc.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\guardedalloc\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\guardedalloc\*.lib ..\..\..\..\..\lib\windows\guardedalloc\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "guardedalloc - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\guardedalloc\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\guardedalloc\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\.." /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\guardedalloc\debug\libguardedalloc.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\guardedalloc\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\guardedalloc\debug\*.lib ..\..\..\..\..\lib\windows\guardedalloc\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "guardedalloc - Win32 Release"
# Name "guardedalloc - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\mallocn.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\MEM_guardedalloc.h
# End Source File
# End Group
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="guardedalloc" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=guardedalloc - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "guardedalloc.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "guardedalloc.mak" CFG="guardedalloc - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "guardedalloc - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "guardedalloc - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "guardedalloc - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\guardedalloc\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\guardedalloc\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\.." /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\guardedalloc\libguardedalloc.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\guardedalloc\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\guardedalloc\*.lib ..\..\..\..\..\lib\windows\guardedalloc\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "guardedalloc - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\guardedalloc\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\guardedalloc\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\.." /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\guardedalloc\debug\libguardedalloc.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\guardedalloc\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\guardedalloc\debug\*.lib ..\..\..\..\..\lib\windows\guardedalloc\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "guardedalloc - Win32 Release"
# Name "guardedalloc - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\mallocn.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\MEM_guardedalloc.h
# End Source File
# End Group
# End Group
# End Target
# End Project

View File

@@ -1,5 +1,5 @@
/**
* $Id: $
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*

View File

@@ -1,260 +1,260 @@
# Microsoft Developer Studio Project File - Name="iksolver" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=iksolver - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "iksolver.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "iksolver.mak" CFG="iksolver - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "iksolver - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "iksolver - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "iksolver - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\iksolver"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\iksolver"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /Ob2 /I "..\..\..\..\intern\moto\include" /I "..\..\..\..\intern\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\iksolver\libiksolver.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\iksolver\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\iksolver\*.lib ..\..\..\..\..\lib\windows\iksolver\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "iksolver - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\iksolver\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\iksolver\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\intern\moto\include" /I "..\..\..\..\intern\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\iksolver\debug\libiksolver.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\iksolver\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\iksolver\debug\*.lib ..\..\..\..\..\lib\windows\iksolver\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "iksolver - Win32 Release"
# Name "iksolver - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Group "common"
# PROP Default_Filter ""
# End Group
# Begin Group "TNT"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\TNT\cholesky.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\cmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fcscmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fortran.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fspvec.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\index.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\lapack.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\lu.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\qr.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\region1d.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\region2d.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\stopwatch.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\subscript.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\svd.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tnt.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tntmath.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tntreqs.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\transv.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\triang.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\trisolve.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\vec.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\vecadaptor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\version.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\intern\IK_QJacobian.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobian.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobianSolver.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobianSolver.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSegment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSegment.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSolver_Class.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QTask.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QTask.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_Solver.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_ExpMap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_ExpMap.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\IK_solver.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="iksolver" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=iksolver - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "iksolver.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "iksolver.mak" CFG="iksolver - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "iksolver - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "iksolver - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "iksolver - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\iksolver"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\iksolver"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /Ob2 /I "..\..\..\..\intern\moto\include" /I "..\..\..\..\intern\memutil" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\iksolver\libiksolver.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\iksolver\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\iksolver\*.lib ..\..\..\..\..\lib\windows\iksolver\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "iksolver - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\iksolver\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\iksolver\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\intern\moto\include" /I "..\..\..\..\intern\memutil" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\iksolver\debug\libiksolver.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\iksolver\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\iksolver\debug\*.lib ..\..\..\..\..\lib\windows\iksolver\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "iksolver - Win32 Release"
# Name "iksolver - Win32 Debug"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Group "common"
# PROP Default_Filter ""
# End Group
# Begin Group "TNT"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\intern\TNT\cholesky.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\cmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fcscmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fmat.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fortran.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\fspvec.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\index.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\lapack.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\lu.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\qr.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\region1d.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\region2d.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\stopwatch.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\subscript.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\svd.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tnt.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tntmath.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\tntreqs.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\transv.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\triang.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\trisolve.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\vec.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\vecadaptor.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\TNT\version.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\intern\IK_QJacobian.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobian.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobianSolver.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QJacobianSolver.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSegment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSegment.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QSolver_Class.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QTask.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_QTask.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\IK_Solver.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_ExpMap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_ExpMap.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\extern\IK_solver.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,35 +1,35 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "iksolver"=.\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "iksolver"=.\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,130 +1,130 @@
# Microsoft Developer Studio Project File - Name="ik_glut_test" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=ik_glut_test - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "ik_glut_test.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "ik_glut_test.mak" CFG="ik_glut_test - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ik_glut_test - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "ik_glut_test - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "ik_glut_test - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\extern" /I "..\..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\..\lib\windows\memutil\include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 iksolver_rmtd.lib libmoto.a /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\lib\windows\release" /libpath:"..\..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\..\lib\windows\moto\lib"
!ELSEIF "$(CFG)" == "ik_glut_test - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\extern" /I "..\..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\..\lib\windows\memutil\include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 iksolver_dmtd.lib libmoto.a /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"LIBCMTD.lib" /pdbtype:sept /libpath:"..\..\..\..\lib\windows\debug" /libpath:"..\..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\..\lib\windows\moto\lib\debug"
!ENDIF
# Begin Target
# Name "ik_glut_test - Win32 Release"
# Name "ik_glut_test - Win32 Debug"
# Begin Group "common"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\common\GlutDrawer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutDrawer.h
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutKeyboardManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutKeyboardManager.h
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutMouseManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutMouseManager.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\intern\ChainDrawer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MyGlutKeyHandler.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\MyGlutMouseHandler.h
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="ik_glut_test" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=ik_glut_test - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "ik_glut_test.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "ik_glut_test.mak" CFG="ik_glut_test - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "ik_glut_test - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "ik_glut_test - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "ik_glut_test - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\extern" /I "..\..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\..\lib\windows\memutil\include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 iksolver_rmtd.lib libmoto.a /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\lib\windows\release" /libpath:"..\..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\..\lib\windows\moto\lib"
!ELSEIF "$(CFG)" == "ik_glut_test - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\extern" /I "..\..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\..\lib\windows\memutil\include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 iksolver_dmtd.lib libmoto.a /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"LIBCMTD.lib" /pdbtype:sept /libpath:"..\..\..\..\lib\windows\debug" /libpath:"..\..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\..\lib\windows\moto\lib\debug"
!ENDIF
# Begin Target
# Name "ik_glut_test - Win32 Release"
# Name "ik_glut_test - Win32 Debug"
# Begin Group "common"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\common\GlutDrawer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutDrawer.h
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutKeyboardManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutKeyboardManager.h
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutMouseManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\common\GlutMouseManager.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\intern\ChainDrawer.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\intern\MyGlutKeyHandler.h
# End Source File
# Begin Source File
SOURCE=..\..\intern\MyGlutMouseHandler.h
# End Source File
# End Target
# End Project

View File

@@ -1,49 +1,49 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "ik_glut_test"=.\ik_glut_test.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name iksolver
End Project Dependency
}}}
###############################################################################
Project: "iksolver"=..\..\..\..\make\msvc_6_0\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "ik_glut_test"=.\ik_glut_test.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name iksolver
End Project Dependency
}}}
###############################################################################
Project: "iksolver"=..\..\..\..\make\msvc_6_0\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,68 +1,68 @@
# Microsoft Developer Studio Project File - Name="Build_install_all" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Generic Project" 0x010a
CFG=Build_install_all - Win32 Debug
!MESSAGE This is not a valid makefile. To Build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "Build_install_all.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "Build_install_all.mak" CFG="Build_install_all - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Build_install_all - Win32 Release" (based on "Win32 (x86) Generic Project")
!MESSAGE "Build_install_all - Win32 Debug" (based on "Win32 (x86) Generic Project")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
MTL=midl.exe
!IF "$(CFG)" == "Build_install_all - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
!ELSEIF "$(CFG)" == "Build_install_all - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Python freeze
PostBuild_Cmds=ECHO Freezing Blender Python code ..\..\python\freeze\freeze.bat
# End Special Build Tool
!ENDIF
# Begin Target
# Name "Build_install_all - Win32 Release"
# Name "Build_install_all - Win32 Debug"
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="Build_install_all" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Generic Project" 0x010a
CFG=Build_install_all - Win32 Debug
!MESSAGE This is not a valid makefile. To Build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "Build_install_all.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "Build_install_all.mak" CFG="Build_install_all - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "Build_install_all - Win32 Release" (based on "Win32 (x86) Generic Project")
!MESSAGE "Build_install_all - Win32 Debug" (based on "Win32 (x86) Generic Project")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
MTL=midl.exe
!IF "$(CFG)" == "Build_install_all - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
!ELSEIF "$(CFG)" == "Build_install_all - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Python freeze
PostBuild_Cmds=ECHO Freezing Blender Python code ..\..\python\freeze\freeze.bat
# End Special Build Tool
!ENDIF
# Begin Target
# Name "Build_install_all - Win32 Release"
# Name "Build_install_all - Win32 Debug"
# End Target
# End Project

View File

@@ -1,302 +1,302 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "Build_install_all"=.\build_install_all.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name OpenNL
End Project Dependency
Begin Project Dependency
Project_Dep_Name bmfont
End Project Dependency
Begin Project Dependency
Project_Dep_Name bsplib
End Project Dependency
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name decimation
End Project Dependency
Begin Project Dependency
Project_Dep_Name DummySoundSystem
End Project Dependency
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name guardedalloc
End Project Dependency
Begin Project Dependency
Project_Dep_Name iksolver
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
Begin Project Dependency
Project_Dep_Name SoundSystem
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
Begin Project Dependency
Project_Dep_Name elbeem
End Project Dependency
Begin Project Dependency
Project_Dep_Name boolop
End Project Dependency
Begin Project Dependency
Project_Dep_Name OpenALSoundSystem
End Project Dependency
}}}
###############################################################################
Project: "DummySoundSystem"=..\..\SoundSystem\make\msvc_6_0\dummy\DummySoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "MoTo"=..\..\moto\make\msvc_6_0\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "OpenALSoundSystem"=..\..\SoundSystem\make\msvc_6_0\openal\OpenALSoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "OpenNL"=..\..\opennl\make\msvc_6_0\OpenNL.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SoundSystem"=..\..\SoundSystem\make\msvc_6_0\SoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bmfont"=..\..\bmfont\make\msvc_6_0\bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "boolop"=..\..\boolop\make\msvc_6_0\boolop.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bsplib"=..\..\bsp\make\msvc6_0\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "container"=..\..\container\make\msvc_6_0\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "csg"=..\..\csg\make\msvc60\csg.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "decimation"=..\..\decimation\make\msvc_6_0\decimation.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
}}}
###############################################################################
Project: "elbeem"=..\..\elbeem\make\msvc_6_0\elbeem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "ghost"=..\..\ghost\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "guardedalloc"=..\..\guardedalloc\make\msvc_6_0\guardedalloc.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "iksolver"=..\..\iksolver\make\msvc_6_0\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "memutil"=..\..\memutil\make\msvc_60\memutil.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "Build_install_all"=.\build_install_all.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name OpenNL
End Project Dependency
Begin Project Dependency
Project_Dep_Name bmfont
End Project Dependency
Begin Project Dependency
Project_Dep_Name bsplib
End Project Dependency
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name decimation
End Project Dependency
Begin Project Dependency
Project_Dep_Name DummySoundSystem
End Project Dependency
Begin Project Dependency
Project_Dep_Name ghost
End Project Dependency
Begin Project Dependency
Project_Dep_Name guardedalloc
End Project Dependency
Begin Project Dependency
Project_Dep_Name iksolver
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
Begin Project Dependency
Project_Dep_Name SoundSystem
End Project Dependency
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
Begin Project Dependency
Project_Dep_Name elbeem
End Project Dependency
Begin Project Dependency
Project_Dep_Name boolop
End Project Dependency
Begin Project Dependency
Project_Dep_Name OpenALSoundSystem
End Project Dependency
}}}
###############################################################################
Project: "DummySoundSystem"=..\..\SoundSystem\make\msvc_6_0\dummy\DummySoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "MoTo"=..\..\moto\make\msvc_6_0\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "OpenALSoundSystem"=..\..\SoundSystem\make\msvc_6_0\openal\OpenALSoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "OpenNL"=..\..\opennl\make\msvc_6_0\OpenNL.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SoundSystem"=..\..\SoundSystem\make\msvc_6_0\SoundSystem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bmfont"=..\..\bmfont\make\msvc_6_0\bmfont.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "boolop"=..\..\boolop\make\msvc_6_0\boolop.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "bsplib"=..\..\bsp\make\msvc6_0\bsplib.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
}}}
###############################################################################
Project: "container"=..\..\container\make\msvc_6_0\container.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "csg"=..\..\csg\make\msvc60\csg.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "decimation"=..\..\decimation\make\msvc_6_0\decimation.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name memutil
End Project Dependency
Begin Project Dependency
Project_Dep_Name MoTo
End Project Dependency
Begin Project Dependency
Project_Dep_Name container
End Project Dependency
}}}
###############################################################################
Project: "elbeem"=..\..\elbeem\make\msvc_6_0\elbeem.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "ghost"=..\..\ghost\make\msvc\ghost.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name string
End Project Dependency
}}}
###############################################################################
Project: "guardedalloc"=..\..\guardedalloc\make\msvc_6_0\guardedalloc.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "iksolver"=..\..\iksolver\make\msvc_6_0\iksolver.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "memutil"=..\..\memutil\make\msvc_60\memutil.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "string"=..\..\string\make\msvc_6_0\string.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,150 +1,150 @@
# Microsoft Developer Studio Project File - Name="memutil" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=memutil - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "memutil.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "memutil.mak" CFG="memutil - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "memutil - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "memutil - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "memutil - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\memutil\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\memutil\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /I "../../" /I "../../../" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\memutil\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\*.lib ..\..\..\..\..\lib\windows\memutil\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "memutil - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\memutil\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\memutil\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../" /I "../../../" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\memutil\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\debug\*.lib ..\..\..\..\..\lib\windows\memutil\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\debug\vc60.* ..\..\..\..\..\lib\windows\memutil\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "memutil - Win32 Release"
# Name "memutil - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\MEM_Allocator.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_CacheLimiter.h
# End Source File
# Begin Source File
SOURCE="..\..\intern\MEM_CacheLimiterC-Api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\..\guardedalloc\MEM_guardedalloc.h
# End Source File
# Begin Source File
SOURCE="..\..\intern\MEM_RefCountedC-Api.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\MEM_NonCopyable.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_RefCounted.h
# End Source File
# Begin Source File
SOURCE="..\..\MEM_RefCountedC-Api.h"
# End Source File
# Begin Source File
SOURCE=..\..\MEM_RefCountPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_SmartPtr.h
# End Source File
# End Group
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="memutil" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=memutil - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "memutil.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "memutil.mak" CFG="memutil - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "memutil - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "memutil - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "memutil - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\memutil\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\memutil\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /I "../../" /I "../../../" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\memutil\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\*.lib ..\..\..\..\..\lib\windows\memutil\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "memutil - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\memutil\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\memutil\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../" /I "../../../" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\memutil\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\debug\*.lib ..\..\..\..\..\lib\windows\memutil\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\memutil\debug\vc60.* ..\..\..\..\..\lib\windows\memutil\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "memutil - Win32 Release"
# Name "memutil - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\MEM_Allocator.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_CacheLimiter.h
# End Source File
# Begin Source File
SOURCE="..\..\intern\MEM_CacheLimiterC-Api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\..\guardedalloc\MEM_guardedalloc.h
# End Source File
# Begin Source File
SOURCE="..\..\intern\MEM_RefCountedC-Api.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\MEM_NonCopyable.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_RefCounted.h
# End Source File
# Begin Source File
SOURCE="..\..\MEM_RefCountedC-Api.h"
# End Source File
# Begin Source File
SOURCE=..\..\MEM_RefCountPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\MEM_SmartPtr.h
# End Source File
# End Group
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "memutil"=".\memutil.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "memutil"=".\memutil.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,379 +1,379 @@
# Microsoft Developer Studio Project File - Name="MoTo" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=MoTo - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "MoTo.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "MoTo.mak" CFG="MoTo - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "MoTo - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "MoTo - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "MoTo - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\moto\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\moto\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W4 /GX /O2 /Ob2 /I "..\..\include\\" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\moto\libmoto.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\include\*.h ..\..\..\..\..\lib\windows\moto\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\moto\*.lib ..\..\..\..\..\lib\windows\moto\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\moto\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "..\..\include\\" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\moto\debug\libmoto.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\include\*.h ..\..\..\..\..\lib\windows\moto\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\moto\debug\*.lib ..\..\..\..\..\lib\windows\moto\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\moto\debug\vc60.* ..\..\..\..\..\lib\windows\moto\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "MoTo - Win32 Release"
# Name "MoTo - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\MT_CmMatrix4x4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Matrix3x3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Matrix4x4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Plane3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Point3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Quaternion.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_random.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Transform.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector2.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "inlines"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Plane3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector4.inl
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Plane3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="MoTo" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=MoTo - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "MoTo.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "MoTo.mak" CFG="MoTo - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "MoTo - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "MoTo - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "MoTo - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\moto\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\moto\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W4 /GX /O2 /Ob2 /I "..\..\include\\" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\moto\libmoto.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\include\*.h ..\..\..\..\..\lib\windows\moto\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\moto\*.lib ..\..\..\..\..\lib\windows\moto\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\intern\moto\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "..\..\include\\" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /FD /GZ /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\moto\debug\libmoto.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\include\*.h ..\..\..\..\..\lib\windows\moto\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\moto\debug\*.lib ..\..\..\..\..\lib\windows\moto\lib\debug\*.a ECHO Copying Debug info. XCOPY /Y ..\..\..\..\obj\windows\intern\moto\debug\vc60.* ..\..\..\..\..\lib\windows\moto\lib\debug\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "MoTo - Win32 Release"
# Name "MoTo - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\MT_CmMatrix4x4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Matrix3x3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Matrix4x4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Plane3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Point3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Quaternion.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_random.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Transform.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector2.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector3.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# Begin Source File
SOURCE=..\..\intern\MT_Vector4.cpp
!IF "$(CFG)" == "MoTo - Win32 Release"
# ADD CPP /W3 /I "../../include"
!ELSEIF "$(CFG)" == "MoTo - Win32 Debug"
!ENDIF
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "inlines"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Plane3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector4.inl
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Plane3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "MoTo"=.\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "MoTo"=.\MoTo.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,252 +1,252 @@
# Microsoft Developer Studio Project File - Name="OpenNL" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=OpenNL - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "OpenNL.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "OpenNL.mak" CFG="OpenNL - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "OpenNL - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "OpenNL - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "OpenNL - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../obj/windows/intern/opennl"
# PROP Intermediate_Dir "../../../../obj/windows/intern/opennl/imf"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../extern" /I "../../superlu" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/opennl\blender_ONL.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\opennl\include\*.h ECHO copy library XCOPY /Y ..\..\..\..\obj\windows\intern\openNL\*.lib ..\..\..\..\..\lib\windows\openNL\*.lib
# End Special Build Tool
!ELSEIF "$(CFG)" == "OpenNL - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../obj/windows/intern/opennl/Debug/"
# PROP Intermediate_Dir "../../../../obj/windows/intern/opennl/imf/Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../extern" /I "../../superlu" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/opennl/Debug/blender_ONL.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\opennl\include\*.h ECHO copy library XCOPY /Y ..\..\..\..\obj\windows\intern\openNL\debug\*.lib ..\..\..\..\..\lib\windows\openNL\debug\*.lib
# End Special Build Tool
!ENDIF
# Begin Target
# Name "OpenNL - Win32 Release"
# Name "OpenNL - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\superlu\colamd.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\get_perm_c.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\heap_relax_snode.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\lsame.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\memory.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\mmd.c
# End Source File
# Begin Source File
SOURCE=..\..\intern\opennl.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\relax_snode.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scolumn_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scolumn_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scopy_to_ucol.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgssv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgstrf.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgstrs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\smemory.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\smyblas2.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_coletree.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_ienv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_preorder.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spanel_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spanel_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spivotL.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spruneL.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssnode_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssnode_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_blas2.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_blas3.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\strsv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\superlu_timer.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sutil.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\util.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\xerbla.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\superlu\Cnames.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\colamd.h
# End Source File
# Begin Source File
SOURCE=..\..\extern\ONL_opennl.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_defs.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\supermatrix.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\util.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="OpenNL" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=OpenNL - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "OpenNL.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "OpenNL.mak" CFG="OpenNL - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "OpenNL - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "OpenNL - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "OpenNL - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "../../../../obj/windows/intern/opennl"
# PROP Intermediate_Dir "../../../../obj/windows/intern/opennl/imf"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../extern" /I "../../superlu" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x407 /d "NDEBUG"
# ADD RSC /l 0x407 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/opennl\blender_ONL.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\opennl\include\*.h ECHO copy library XCOPY /Y ..\..\..\..\obj\windows\intern\openNL\*.lib ..\..\..\..\..\lib\windows\openNL\*.lib
# End Special Build Tool
!ELSEIF "$(CFG)" == "OpenNL - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../obj/windows/intern/opennl/Debug/"
# PROP Intermediate_Dir "../../../../obj/windows/intern/opennl/imf/Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../extern" /I "../../superlu" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x407 /d "_DEBUG"
# ADD RSC /l 0x407 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/opennl/Debug/blender_ONL.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO copy header files XCOPY /Y ..\..\extern\*.h ..\..\..\..\..\lib\windows\opennl\include\*.h ECHO copy library XCOPY /Y ..\..\..\..\obj\windows\intern\openNL\debug\*.lib ..\..\..\..\..\lib\windows\openNL\debug\*.lib
# End Special Build Tool
!ENDIF
# Begin Target
# Name "OpenNL - Win32 Release"
# Name "OpenNL - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\superlu\colamd.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\get_perm_c.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\heap_relax_snode.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\lsame.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\memory.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\mmd.c
# End Source File
# Begin Source File
SOURCE=..\..\intern\opennl.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\relax_snode.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scolumn_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scolumn_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\scopy_to_ucol.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgssv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgstrf.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sgstrs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\smemory.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\smyblas2.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_coletree.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_ienv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sp_preorder.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spanel_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spanel_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spivotL.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\spruneL.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssnode_bmod.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssnode_dfs.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_blas2.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_blas3.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\strsv.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\superlu_timer.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\sutil.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\util.c
# End Source File
# Begin Source File
SOURCE=..\..\superlu\xerbla.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\superlu\Cnames.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\colamd.h
# End Source File
# Begin Source File
SOURCE=..\..\extern\ONL_opennl.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\ssp_defs.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\supermatrix.h
# End Source File
# Begin Source File
SOURCE=..\..\superlu\util.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "OpenNL"=.\OpenNL.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "OpenNL"=.\OpenNL.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,122 +1,122 @@
# Microsoft Developer Studio Project File - Name="string" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=string - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "string.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "string.mak" CFG="string - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "string - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "string - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "string - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\string"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\string"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\string\libstring.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\string\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\string\*.lib ..\..\..\..\..\lib\windows\string\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "string - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../obj/windows/intern/string/debug"
# PROP Intermediate_Dir "../../../../obj/windows/intern/string/debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../.." /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/string/debug\libstring.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\string\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\string\debug\*.lib ..\..\..\..\..\lib\windows\string\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "string - Win32 Release"
# Name "string - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\STR_String.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\STR_HashedString.h
# End Source File
# Begin Source File
SOURCE=..\..\STR_String.h
# End Source File
# End Group
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="string" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=string - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "string.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "string.mak" CFG="string - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "string - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "string - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "string - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\intern\string"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\intern\string"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "../.." /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\intern\string\libstring.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\string\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\string\*.lib ..\..\..\..\..\lib\windows\string\lib\*.a ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "string - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "../../../../obj/windows/intern/string/debug"
# PROP Intermediate_Dir "../../../../obj/windows/intern/string/debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../.." /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"../../../../obj/windows/intern/string/debug\libstring.lib"
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying header files XCOPY /Y ..\..\*.h ..\..\..\..\..\lib\windows\string\include\ ECHO Copying lib XCOPY /Y ..\..\..\..\obj\windows\intern\string\debug\*.lib ..\..\..\..\..\lib\windows\string\lib\debug\*.a ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "string - Win32 Release"
# Name "string - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\intern\STR_String.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\STR_HashedString.h
# End Source File
# Begin Source File
SOURCE=..\..\STR_String.h
# End Source File
# End Group
# End Group
# End Target
# End Project

View File

@@ -1,29 +1,29 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "string"=".\string.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "string"=".\string.dsp" - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,155 +1,155 @@
# Microsoft Developer Studio Project File - Name="BLO_readblenfile" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLO_readblenfile - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLO_readblenfile.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLO_readblenfile.mak" CFG="BLO_readblenfile - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLO_readblenfile - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLO_readblenfile - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLO_readblenfile___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLO_readblenfile___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLO_readblenfile___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLO_readblenfile___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLO_readblenfile - Win32 Release"
# Name "BLO_readblenfile - Win32 Debug"
# Name "BLO_readblenfile - Win32 MT DLL Release"
# Name "BLO_readblenfile - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\readblenfile\intern\BLO_readblenfile.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\readblenfile\BLO_readblenfile.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BLO_readblenfile" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLO_readblenfile - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLO_readblenfile.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLO_readblenfile.mak" CFG="BLO_readblenfile - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLO_readblenfile - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_readblenfile - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLO_readblenfile - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLO_readblenfile___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLO_readblenfile___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_readblenfile - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLO_readblenfile___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLO_readblenfile___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\readblenfile\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\readstreamglue\\" /I "..\..\..\source\blender\blenloader\\" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readstreamglue" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLO_readblenfile - Win32 Release"
# Name "BLO_readblenfile - Win32 Debug"
# Name "BLO_readblenfile - Win32 MT DLL Release"
# Name "BLO_readblenfile - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\readblenfile\intern\BLO_readblenfile.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\readblenfile\BLO_readblenfile.h
# End Source File
# End Group
# End Target
# End Project

File diff suppressed because it is too large Load Diff

View File

@@ -1,199 +1,199 @@
# Microsoft Developer Studio Project File - Name="BL_avi" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_avi - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_avi.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_avi.mak" CFG="BL_avi - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_avi - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_avi - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\avi"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_avi___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BL_avi___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\avi\debug\BL_avi.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BL_avi___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BL_avi___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\avi\BL_avi.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_avi - Win32 Release"
# Name "BL_avi - Win32 Debug"
# Name "BL_avi - Win32 MT DLL Debug"
# Name "BL_avi - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avi.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avirgb.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\codecs.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\endian.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\mjpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\options.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\rgb32.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\avi\AVI_avi.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avi_intern.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avirgb.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\endian.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\mjpeg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\rgb32.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BL_avi" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_avi - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_avi.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_avi.mak" CFG="BL_avi - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_avi - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_avi - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_avi - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\avi"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_avi___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BL_avi___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\avi\debug\BL_avi.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_avi - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BL_avi___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BL_avi___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\avi\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\avi\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "DWORDS_LITTLEENDIAN" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\avi\BL_avi.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_avi - Win32 Release"
# Name "BL_avi - Win32 Debug"
# Name "BL_avi - Win32 MT DLL Debug"
# Name "BL_avi - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avi.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avirgb.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\codecs.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\endian.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\mjpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\options.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\rgb32.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\avi\AVI_avi.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avi_intern.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\avirgb.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\endian.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\mjpeg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\avi\intern\rgb32.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,124 +1,124 @@
# Microsoft Developer Studio Project File - Name="blender" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=blender - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "blender.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "blender.mak" CFG="blender - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "blender - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "blender - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "blender - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\obj\windows\blender"
# PROP Intermediate_Dir "..\..\obj\windows\blender"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\source\blender\misc" /I "..\..\..\lib\windows\guardedalloc\include" /I "..\..\source\blender\blenlib" /I "..\..\source\kernel\gen_messaging" /I "..\..\source\blender\include" /I "..\..\source\blender" /I "..\..\source\blender\makesdna" /I "..\..\source\blender\blenkernel" /I "..\..\source\blender\blenloader" /I "..\..\source\blender\python" /I "..\..\source\blender\imbuf" /I "..\..\source\blender\render\extern\include" /I "..\..\source\blender\radiosity\extern\include" /I "..\..\source\kernel\gen_system" /I "..\..\source\blender\renderconverter\\" /I "..\..\source\blender\renderui\\" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "WITH_QUICKTIME" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 solid.lib SDL.lib freetype2ST.lib ftgl_static_ST.lib gnu_gettext.lib qtmlClient.lib openal_static.lib libsoundsystem.a libopenalsoundsystem.lib libdummysoundsystem.lib libguardedalloc.a libbsp.a libbmfont.a libghost.a libstring.a ws2_32.lib dxguid.lib opengl32.lib libjpeg.a glu32.lib user32.lib shell32.lib gdi32.lib vfw32.lib advapi32.lib winmm.lib ole32.lib libdecimation.a libiksolver.a libpng.a zlib.lib libmoto.a blender_ONL.lib blender_elbeem.lib boolop.lib BLI_bullet.lib pthreadVC2.lib /nologo /subsystem:console /machine:I386 /nodefaultlib:"msvcprt.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"glut32.lib" /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcpd.lib" /nodefaultlib:"libcp.lib" /nodefaultlib:"libcmtd.lib" /out:"..\..\bin\blender.exe" /libpath:"..\..\..\lib\windows\sdl\lib" /libpath:"..\..\..\lib\windows\freetype\lib" /libpath:"..\..\..\lib\windows\ftgl\lib" /libpath:"..\..\..\lib\windows\gettext\lib" /libpath:"..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\lib\windows\bsp\lib" /libpath:"..\..\..\lib\windows\moto\lib" /libpath:"..\..\..\lib\windows\bmfont\lib" /libpath:"..\..\..\lib\windows\ghost\lib" /libpath:"..\..\..\lib\windows\python\frozen" /libpath:"..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\lib\windows\string\lib" /libpath:"..\..\..\lib\windows\solid\lib" /libpath:"..\..\..\lib\windows\python\lib" /libpath:"..\..\..\lib\windows\iksolver\lib" /libpath:"..\..\..\lib\windows\decimation\lib" /libpath:"..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\obj\windows\intern\soundsystem\dummy" /libpath:"..\..\obj\windows\intern\soundsystem\openal" /libpath:"..\..\..\lib\windows\soundsystem\lib\\" /libpath:"..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\lib\windows\opennl" /libpath:"..\..\..\lib\windows\elbeem\lib" /libpath:"..\..\..\lib\windows\boolop\lib" /libpath:"..\..\..\lib\windows\bullet\lib" /libpath:"..\..\..\lib\windows\pthreads\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying required 3rd party dlls... XCOPY /Y ..\..\..\lib\windows\gettext\lib\*.dll ..\..\bin\ XCOPY /Y ..\..\..\lib\windows\sdl\lib\*dll ..\..\bin\ ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "blender - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\obj\windows\blender\debug"
# PROP Intermediate_Dir "..\..\obj\windows\blender\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\source\blender\misc" /I "..\..\..\lib\windows\guardedalloc\include" /I "..\..\source\blender\blenlib" /I "..\..\source\kernel\gen_messaging" /I "..\..\source\blender\include" /I "..\..\source\blender" /I "..\..\source\blender\makesdna" /I "..\..\source\blender\blenkernel" /I "..\..\source\blender\blenloader" /I "..\..\source\blender\python" /I "..\..\source\blender\imbuf" /I "..\..\source\blender\render\extern\include" /I "..\..\source\blender\radiosity\extern\include" /I "..\..\source\kernel\gen_system" /I "..\..\source\blender\renderconverter\\" /I "..\..\source\blender\renderui" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "WITH_QUICKTIME" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 solid.lib SDL.lib freetype2ST.lib ftgl_static_ST.lib gnu_gettext.lib qtmlClient.lib openal_static.lib libsoundsystem.a libopenalsoundsystem.lib libdummysoundsystem.lib libguardedalloc.a libbsp.a libbmfont.a libghost.a libstring.a ws2_32.lib dxguid.lib opengl32.lib libjpeg.a glu32.lib user32.lib gdi32.lib shell32.lib vfw32.lib advapi32.lib winmm.lib ole32.lib libdecimation.a libiksolver.a libpng.a zlib.lib libmoto.a blender_ONL.lib blender_elbeem.lib boolop.lib BLI_bullet_d.lib pthreadVC2.lib /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"glut32.lib" /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcpd.lib" /nodefaultlib:"libcp.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"libcpmtd.lib" /nodefaultlib:"msvcprtd.lib" /out:"..\..\bin\debug\blender.exe" /pdbtype:sept /libpath:"..\..\..\lib\windows\sdl\lib" /libpath:"..\..\..\lib\windows\freetype\lib" /libpath:"..\..\..\lib\windows\ftgl\lib" /libpath:"..\..\..\lib\windows\gettext\lib" /libpath:"..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\lib\windows\bsp\lib\debug" /libpath:"..\..\..\lib\windows\moto\lib\debug" /libpath:"..\..\..\lib\windows\bmfont\lib\debug" /libpath:"..\..\..\lib\windows\ghost\lib\debug" /libpath:"..\..\..\lib\windows\python\frozen" /libpath:"..\..\..\lib\windows\guardedalloc\lib\debug" /libpath:"..\..\..\lib\windows\string\lib\debug" /libpath:"..\..\..\lib\windows\solid\lib\\" /libpath:"..\..\..\lib\windows\python\lib" /libpath:"..\..\..\lib\windows\iksolver\lib\debug" /libpath:"..\..\..\lib\windows\decimation\lib\debug" /libpath:"..\..\..\lib\windows\openal\lib" /libpath:"..\..\obj\windows\intern\soundsystem\dummy\debug" /libpath:"..\..\obj\windows\intern\soundsystem\openal\debug" /libpath:"..\..\..\lib\windows\soundsystem\lib\debug\\" /libpath:"..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\lib\windows\blenkey\lib\debug" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\lib\windows\opennl\debug" /libpath:"..\..\..\lib\windows\elbeem\lib\debug" /libpath:"..\..\..\lib\windows\boolop\lib" /libpath:"..\..\..\lib\windows\bullet\lib" /libpath:"..\..\..\lib\windows\elbeem\lib" /libpath:"..\..\..\lib\windows\pthreads\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying required 3rd party dlls... XCOPY /Y ..\..\..\lib\windows\gettext\lib\*.dll ..\..\bin\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "blender - Win32 Release"
# Name "blender - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\source\creator\creator.c
# End Source File
# Begin Source File
SOURCE=..\..\source\icons\winblender.rc
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\source\icons\winblender.ico
# End Source File
# Begin Source File
SOURCE=..\..\source\icons\winblenderfile.ico
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="blender" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=blender - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "blender.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "blender.mak" CFG="blender - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "blender - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "blender - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "blender - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\obj\windows\blender"
# PROP Intermediate_Dir "..\..\obj\windows\blender"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\source\blender\misc" /I "..\..\..\lib\windows\guardedalloc\include" /I "..\..\source\blender\blenlib" /I "..\..\source\kernel\gen_messaging" /I "..\..\source\blender\include" /I "..\..\source\blender" /I "..\..\source\blender\makesdna" /I "..\..\source\blender\blenkernel" /I "..\..\source\blender\blenloader" /I "..\..\source\blender\python" /I "..\..\source\blender\imbuf" /I "..\..\source\blender\render\extern\include" /I "..\..\source\blender\radiosity\extern\include" /I "..\..\source\kernel\gen_system" /I "..\..\source\blender\renderconverter\\" /I "..\..\source\blender\renderui\\" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "WITH_QUICKTIME" /YX /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 solid.lib SDL.lib freetype2ST.lib ftgl_static_ST.lib gnu_gettext.lib qtmlClient.lib openal_static.lib libsoundsystem.a libopenalsoundsystem.lib libdummysoundsystem.lib libguardedalloc.a libbsp.a libbmfont.a libghost.a libstring.a ws2_32.lib dxguid.lib opengl32.lib libjpeg.a glu32.lib user32.lib shell32.lib gdi32.lib vfw32.lib advapi32.lib winmm.lib ole32.lib libdecimation.a libiksolver.a libpng.a zlib.lib libmoto.a blender_ONL.lib blender_elbeem.lib boolop.lib BLI_bullet.lib pthreadVC2.lib /nologo /subsystem:console /machine:I386 /nodefaultlib:"msvcprt.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"glut32.lib" /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcpd.lib" /nodefaultlib:"libcp.lib" /nodefaultlib:"libcmtd.lib" /out:"..\..\bin\blender.exe" /libpath:"..\..\..\lib\windows\sdl\lib" /libpath:"..\..\..\lib\windows\freetype\lib" /libpath:"..\..\..\lib\windows\ftgl\lib" /libpath:"..\..\..\lib\windows\gettext\lib" /libpath:"..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\lib\windows\bsp\lib" /libpath:"..\..\..\lib\windows\moto\lib" /libpath:"..\..\..\lib\windows\bmfont\lib" /libpath:"..\..\..\lib\windows\ghost\lib" /libpath:"..\..\..\lib\windows\python\frozen" /libpath:"..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\lib\windows\string\lib" /libpath:"..\..\..\lib\windows\solid\lib" /libpath:"..\..\..\lib\windows\python\lib" /libpath:"..\..\..\lib\windows\iksolver\lib" /libpath:"..\..\..\lib\windows\decimation\lib" /libpath:"..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\obj\windows\intern\soundsystem\dummy" /libpath:"..\..\obj\windows\intern\soundsystem\openal" /libpath:"..\..\..\lib\windows\soundsystem\lib\\" /libpath:"..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\lib\windows\opennl" /libpath:"..\..\..\lib\windows\elbeem\lib" /libpath:"..\..\..\lib\windows\boolop\lib" /libpath:"..\..\..\lib\windows\bullet\lib" /libpath:"..\..\..\lib\windows\pthreads\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying required 3rd party dlls... XCOPY /Y ..\..\..\lib\windows\gettext\lib\*.dll ..\..\bin\ XCOPY /Y ..\..\..\lib\windows\sdl\lib\*dll ..\..\bin\ ECHO Done
# End Special Build Tool
!ELSEIF "$(CFG)" == "blender - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\obj\windows\blender\debug"
# PROP Intermediate_Dir "..\..\obj\windows\blender\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\source\blender\misc" /I "..\..\..\lib\windows\guardedalloc\include" /I "..\..\source\blender\blenlib" /I "..\..\source\kernel\gen_messaging" /I "..\..\source\blender\include" /I "..\..\source\blender" /I "..\..\source\blender\makesdna" /I "..\..\source\blender\blenkernel" /I "..\..\source\blender\blenloader" /I "..\..\source\blender\python" /I "..\..\source\blender\imbuf" /I "..\..\source\blender\render\extern\include" /I "..\..\source\blender\radiosity\extern\include" /I "..\..\source\kernel\gen_system" /I "..\..\source\blender\renderconverter\\" /I "..\..\source\blender\renderui" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "WITH_QUICKTIME" /YX /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 solid.lib SDL.lib freetype2ST.lib ftgl_static_ST.lib gnu_gettext.lib qtmlClient.lib openal_static.lib libsoundsystem.a libopenalsoundsystem.lib libdummysoundsystem.lib libguardedalloc.a libbsp.a libbmfont.a libghost.a libstring.a ws2_32.lib dxguid.lib opengl32.lib libjpeg.a glu32.lib user32.lib gdi32.lib shell32.lib vfw32.lib advapi32.lib winmm.lib ole32.lib libdecimation.a libiksolver.a libpng.a zlib.lib libmoto.a blender_ONL.lib blender_elbeem.lib boolop.lib BLI_bullet_d.lib pthreadVC2.lib /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"glut32.lib" /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcpd.lib" /nodefaultlib:"libcp.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"libcpmtd.lib" /nodefaultlib:"msvcprtd.lib" /out:"..\..\bin\debug\blender.exe" /pdbtype:sept /libpath:"..\..\..\lib\windows\sdl\lib" /libpath:"..\..\..\lib\windows\freetype\lib" /libpath:"..\..\..\lib\windows\ftgl\lib" /libpath:"..\..\..\lib\windows\gettext\lib" /libpath:"..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\lib\windows\bsp\lib\debug" /libpath:"..\..\..\lib\windows\moto\lib\debug" /libpath:"..\..\..\lib\windows\bmfont\lib\debug" /libpath:"..\..\..\lib\windows\ghost\lib\debug" /libpath:"..\..\..\lib\windows\python\frozen" /libpath:"..\..\..\lib\windows\guardedalloc\lib\debug" /libpath:"..\..\..\lib\windows\string\lib\debug" /libpath:"..\..\..\lib\windows\solid\lib\\" /libpath:"..\..\..\lib\windows\python\lib" /libpath:"..\..\..\lib\windows\iksolver\lib\debug" /libpath:"..\..\..\lib\windows\decimation\lib\debug" /libpath:"..\..\..\lib\windows\openal\lib" /libpath:"..\..\obj\windows\intern\soundsystem\dummy\debug" /libpath:"..\..\obj\windows\intern\soundsystem\openal\debug" /libpath:"..\..\..\lib\windows\soundsystem\lib\debug\\" /libpath:"..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\lib\windows\blenkey\lib\debug" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\lib\windows\opennl\debug" /libpath:"..\..\..\lib\windows\elbeem\lib\debug" /libpath:"..\..\..\lib\windows\boolop\lib" /libpath:"..\..\..\lib\windows\bullet\lib" /libpath:"..\..\..\lib\windows\elbeem\lib" /libpath:"..\..\..\lib\windows\pthreads\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=ECHO Copying required 3rd party dlls... XCOPY /Y ..\..\..\lib\windows\gettext\lib\*.dll ..\..\bin\ ECHO Done
# End Special Build Tool
!ENDIF
# Begin Target
# Name "blender - Win32 Release"
# Name "blender - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\source\creator\creator.c
# End Source File
# Begin Source File
SOURCE=..\..\source\icons\winblender.rc
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\source\icons\winblender.ico
# End Source File
# Begin Source File
SOURCE=..\..\source\icons\winblenderfile.ico
# End Source File
# End Group
# End Target
# End Project

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,318 +1,318 @@
# Microsoft Developer Studio Project File - Name="BLI_blenlib" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLI_blenlib - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLI_blenlib.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLI_blenlib.mak" CFG="BLI_blenlib - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLI_blenlib - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLI_blenlib - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\freetype\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /I "../../../../lib/windows/zlib/include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_FREETYPE2" /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\freetype\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /I "../../../../lib/windows/zlib/include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_FREETYPE2" /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLI_blenlib___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLI_blenlib___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\blenlib\debug\BLI_blenlib.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLI_blenlib___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLI_blenlib___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\blenlib\BLI_blenlib.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLI_blenlib - Win32 Release"
# Name "BLI_blenlib - Win32 Debug"
# Name "BLI_blenlib - Win32 MT DLL Debug"
# Name "BLI_blenlib - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\arithb.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_dynstr.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_ghash.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_heap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_linklist.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_memarena.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\dynlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\edgehash.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\fileops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\freetypefont.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\gsqueue.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\jitter.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\matrixops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\noise.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\psfont.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\rand.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\rct.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\scanfill.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\storage.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\threads.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\time.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\util.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\vectorops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\winstuff.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_arithb.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_blenlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_callbacks.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_edgehash.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_editVert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_fileops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_ghash.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_linklist.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_memarena.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_scanfill.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_storage.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_storage_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_util.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_winstuff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\MTC_matrixops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\MTC_vectorops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\PIL_dynlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\PIL_time.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BLI_blenlib" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLI_blenlib - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLI_blenlib.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLI_blenlib.mak" CFG="BLI_blenlib - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLI_blenlib - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLI_blenlib - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLI_blenlib - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\freetype\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /I "../../../../lib/windows/zlib/include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_FREETYPE2" /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\freetype\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /I "../../../../lib/windows/zlib/include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_FREETYPE2" /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLI_blenlib___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLI_blenlib___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\blenlib\debug\BLI_blenlib.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLI_blenlib - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLI_blenlib___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLI_blenlib___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\blenlib\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\blenlib\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\blenlib\BLI_blenlib.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLI_blenlib - Win32 Release"
# Name "BLI_blenlib - Win32 Debug"
# Name "BLI_blenlib - Win32 MT DLL Debug"
# Name "BLI_blenlib - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\arithb.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_dynstr.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_ghash.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_heap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_linklist.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_memarena.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\dynlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\edgehash.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\fileops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\freetypefont.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\gsqueue.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\jitter.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\matrixops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\noise.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\psfont.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\rand.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\rct.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\scanfill.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\storage.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\threads.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\time.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\util.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\vectorops.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\winstuff.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_arithb.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_blenlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_callbacks.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_edgehash.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_editVert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_fileops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_ghash.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_linklist.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_memarena.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_scanfill.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_storage.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_storage_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\intern\BLI_util.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\BLI_winstuff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\MTC_matrixops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\MTC_vectorops.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\PIL_dynlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenlib\PIL_time.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,119 +1,119 @@
# Microsoft Developer Studio Project File - Name="blenpluginapi" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=blenpluginapi - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "blenpluginapi.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "blenpluginapi.mak" CFG="blenpluginapi - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "blenpluginapi - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "blenpluginapi - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "blenpluginapi - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\blender\blenpluginapi"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\blenpluginapi"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\blender" /I "..\..\..\..\source\blender\blenpluginapi" /I "..\..\..\..\source\blender\blenlib" /I "..\..\..\..\source\blender\imbuf" /I "..\..\..\..\source\blender\makesdna" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\blenpluginapi.lib"
!ELSEIF "$(CFG)" == "blenpluginapi - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\blender\blenpluginapi\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\blenpluginapi\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\blender" /I "..\..\..\..\source\blender\blenpluginapi" /I "..\..\..\..\source\blender\blenlib" /I "..\..\..\..\source\blender\imbuf" /I "..\..\..\..\source\blender\makesdna" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /X
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\debug\blenpluginapi.lib"
!ENDIF
# Begin Target
# Name "blenpluginapi - Win32 Release"
# Name "blenpluginapi - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\intern\pluginapi.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\documentation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\floatpatch.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\iff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\plugin.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\util.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="blenpluginapi" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=blenpluginapi - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "blenpluginapi.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "blenpluginapi.mak" CFG="blenpluginapi - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "blenpluginapi - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "blenpluginapi - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "blenpluginapi - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\blender\blenpluginapi"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\blenpluginapi"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\blender" /I "..\..\..\..\source\blender\blenpluginapi" /I "..\..\..\..\source\blender\blenlib" /I "..\..\..\..\source\blender\imbuf" /I "..\..\..\..\source\blender\makesdna" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\blenpluginapi.lib"
!ELSEIF "$(CFG)" == "blenpluginapi - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\blender\blenpluginapi\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\blenpluginapi\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\blender" /I "..\..\..\..\source\blender\blenpluginapi" /I "..\..\..\..\source\blender\blenlib" /I "..\..\..\..\source\blender\imbuf" /I "..\..\..\..\source\blender\makesdna" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /X
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\debug\blenpluginapi.lib"
!ENDIF
# Begin Target
# Name "blenpluginapi - Win32 Release"
# Name "blenpluginapi - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\intern\pluginapi.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\documentation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\floatpatch.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\iff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\plugin.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenpluginapi\util.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,118 +1,118 @@
# Microsoft Developer Studio Project File - Name="FTF_ftfont" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=FTF_ftfont - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "FTF_ftfont.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "FTF_ftfont.mak" CFG="FTF_ftfont - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "FTF_ftfont - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "FTF_ftfont - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "FTF_ftfont - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../source\blender\makesdna" /I "../../../source\blender\blenloader" /I "../../../source\blender\blenlib" /I "../../../../lib/windows/ftgl/include" /I "../../../../lib/windows/freetype/include" /I "../../../lib/windows/iconv/include" /I "../../../../lib/windows/gettext/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "WCHAR_T16" /D "HAVE_LC_MESSAGES" /YX /FD /c
# ADD BASE RSC /l 0x411 /d "NDEBUG"
# ADD RSC /l 0x411 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "FTF_ftfont - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../source\blender\blenlib" /I "../../../source\blender\makesdna" /I "../../../../lib/windows/ftgl/include" /I "../../../../lib/windows/freetype/include" /I "../../../lib/windows/iconv/include" /I "../../../../lib/windows/gettext/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "WCHAR_T16" /D "HAVE_LC_MESSAGES" /D "FTGL_LIBRARY_STATIC" /YX /FD /GZ /c
# ADD BASE RSC /l 0x411 /d "_DEBUG"
# ADD RSC /l 0x411 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "FTF_ftfont - Win32 Release"
# Name "FTF_ftfont - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_TTFont.cpp
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\FTF_Api.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\FTF_Settings.h
# End Source File
# End Group
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_TTFont.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="FTF_ftfont" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=FTF_ftfont - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "FTF_ftfont.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "FTF_ftfont.mak" CFG="FTF_ftfont - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "FTF_ftfont - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "FTF_ftfont - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "FTF_ftfont - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../source\blender\makesdna" /I "../../../source\blender\blenloader" /I "../../../source\blender\blenlib" /I "../../../../lib/windows/ftgl/include" /I "../../../../lib/windows/freetype/include" /I "../../../lib/windows/iconv/include" /I "../../../../lib/windows/gettext/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "WCHAR_T16" /D "HAVE_LC_MESSAGES" /YX /FD /c
# ADD BASE RSC /l 0x411 /d "NDEBUG"
# ADD RSC /l 0x411 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "FTF_ftfont - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\ftfont"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../source\blender\blenlib" /I "../../../source\blender\makesdna" /I "../../../../lib/windows/ftgl/include" /I "../../../../lib/windows/freetype/include" /I "../../../lib/windows/iconv/include" /I "../../../../lib/windows/gettext/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "WCHAR_T16" /D "HAVE_LC_MESSAGES" /D "FTGL_LIBRARY_STATIC" /YX /FD /GZ /c
# ADD BASE RSC /l 0x411 /d "_DEBUG"
# ADD RSC /l 0x411 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "FTF_ftfont - Win32 Release"
# Name "FTF_ftfont - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_TTFont.cpp
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\FTF_Api.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\FTF_Settings.h
# End Source File
# End Group
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\ftfont\intern\FTF_TTFont.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,324 +1,324 @@
# Microsoft Developer Studio Project File - Name="BL_glut" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_glut - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_glut.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_glut.mak" CFG="BL_glut - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_glut - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_glut - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_glut - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_glut - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\glut"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\\" /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\BL_glut.lib"
!ELSEIF "$(CFG)" == "BL_glut - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\glut\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\debug\BL_glut.lib"
!ELSEIF "$(CFG)" == "BL_glut - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_glut___Win32_Profile"
# PROP BASE Intermediate_Dir "BL_glut___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "BL_glut___Win32_Profile"
# PROP Intermediate_Dir "BL_glut___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\debug\BL_glut.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\profile\BL_glut.lib"
!ENDIF
# Begin Target
# Name "BL_glut - Win32 Release"
# Name "BL_glut - Win32 Debug"
# Name "BL_glut - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_8x13.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_9x15.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_bitmap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_blender.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_bwidth.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cindex.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cmap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cursor.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_dials.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_draw.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_dstr.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_event.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_ext.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_fullscrn.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_get.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel18.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb14.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb8.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_init.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_input.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_mesa.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_modifier.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_mroman.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_overlay.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_roman.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr14.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr15.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_shapes.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_space.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_stroke.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_swap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_swidth.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tablet.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_teapot.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tr10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tr24.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_util.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_vidresize.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_warp.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_win.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_winmisc.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_glx.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_menu.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_util.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_x11.c"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\glut\blenderglut.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BL_glut" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_glut - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_glut.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_glut.mak" CFG="BL_glut - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_glut - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_glut - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_glut - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_glut - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\glut"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\\" /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\BL_glut.lib"
!ELSEIF "$(CFG)" == "BL_glut - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\blender\glut\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\debug\BL_glut.lib"
!ELSEIF "$(CFG)" == "BL_glut - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_glut___Win32_Profile"
# PROP BASE Intermediate_Dir "BL_glut___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "BL_glut___Win32_Profile"
# PROP Intermediate_Dir "BL_glut___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\source\blender\glut-win" /I "..\..\..\source\blender\\" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\debug\BL_glut.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\blender\glut\profile\BL_glut.lib"
!ENDIF
# Begin Target
# Name "BL_glut - Win32 Release"
# Name "BL_glut - Win32 Debug"
# Name "BL_glut - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_8x13.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_9x15.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_bitmap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_blender.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_bwidth.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cindex.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cmap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_cursor.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_dials.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_draw.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_dstr.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_event.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_ext.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_fullscrn.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_get.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_hel18.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb14.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_helb8.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_init.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_input.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_mesa.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_modifier.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_mroman.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_overlay.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_roman.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr12.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr14.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_scr15.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_shapes.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_space.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_stroke.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_swap.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_swidth.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tablet.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_teapot.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tr10.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_tr24.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_util.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_vidresize.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_warp.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_win.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\glut_winmisc.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_glx.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_menu.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_util.c"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\blender\glut-win\win32_x11.c"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\glut\blenderglut.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,438 +1,438 @@
# Microsoft Developer Studio Project File - Name="BL_imbuf" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_imbuf - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_imbuf.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_imbuf.mak" CFG="BL_imbuf - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_imbuf - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_imbuf - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\imbuf\intern" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\tiff\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\blender\imbuf\intern" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /FD /I /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_imbuf___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BL_imbuf___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna..\..\..\lib\windows\\" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\imbuf\debug\BL_imbuf.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BL_imbuf___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BL_imbuf___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\blender\makesdna..\..\..\lib\windows\\" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\imbuf\BL_imbuf.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_imbuf - Win32 Release"
# Name "BL_imbuf - Win32 Debug"
# Name "BL_imbuf - Win32 MT DLL Debug"
# Name "BL_imbuf - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\allocimbuf.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\amiga.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\anim.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\anim5.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\antialias.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\bitplanes.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\bmp.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineon_dpx.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cmap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cspace.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\data.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dither.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\divers.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dynlibtiff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\filter.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\ham.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\hamx.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\iff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imageprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\iris.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\jpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageCore.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageLib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logmemfile.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\png.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\apple\quicktime_export.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\apple\quicktime_import.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\radiance_hdr.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\readimage.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\rectop.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\rotate.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\scaling.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\targa.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\tiff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\util.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\writeimage.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cin_debug_stuff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dynlibtiff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_allocimbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_amiga.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_anim.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_anim5.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_bitplanes.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_bmp.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_cmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_divers.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_filter.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_ham.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_hamx.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_iff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\IMB_imbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\IMB_imbuf_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_iris.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_jpeg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_png.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_radiance_hdr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_targa.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_tiff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imbuf_patch.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageCore.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageLib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logmemfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\matrix.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\quicktime_export.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\quicktime_import.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BL_imbuf" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_imbuf - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_imbuf.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_imbuf.mak" CFG="BL_imbuf - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_imbuf - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_imbuf - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_imbuf - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\imbuf\intern" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\tiff\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\blender\imbuf\intern" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /FD /I /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BL_imbuf___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BL_imbuf___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna..\..\..\lib\windows\\" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\imbuf\debug\BL_imbuf.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_imbuf - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BL_imbuf___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BL_imbuf___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\imbuf\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\imbuf\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\source\blender\makesdna" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\blender\makesdna..\..\..\lib\windows\\" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\avi" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\include" /I "..\..\..\..\lib\windows\jpeg\include" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\..\lib\windows\png\include" /I "..\..\..\..\lib\windows\memutil\include" /I "..\..\..\..\lib\windows\tiff\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\imbuf\BL_imbuf.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_imbuf - Win32 Release"
# Name "BL_imbuf - Win32 Debug"
# Name "BL_imbuf - Win32 MT DLL Debug"
# Name "BL_imbuf - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\allocimbuf.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\amiga.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\anim.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\anim5.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\antialias.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\bitplanes.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\bmp.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineon_dpx.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cmap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cspace.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\data.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dither.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\divers.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxlib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dynlibtiff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\filter.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\ham.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\hamx.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\iff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imageprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\iris.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\jpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageCore.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageLib.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logmemfile.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\png.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\apple\quicktime_export.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\apple\quicktime_import.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\radiance_hdr.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\readimage.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\rectop.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\rotate.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\scaling.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\targa.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\tiff.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\util.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\writeimage.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cin_debug_stuff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\cineonlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\dpxlib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\dynlibtiff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_allocimbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_amiga.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_anim.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_anim5.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_bitplanes.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_bmp.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_cmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_divers.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_filter.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_ham.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_hamx.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_iff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\IMB_imbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\IMB_imbuf_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_iris.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_jpeg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_png.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_radiance_hdr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_targa.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\IMB_tiff.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\imbuf_patch.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageCore.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logImageLib.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\cineon\logmemfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\imbuf\intern\matrix.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\quicktime_export.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\quicktime\quicktime_import.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,171 +1,171 @@
# Microsoft Developer Studio Project File - Name="BL_img" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_IMG - WIN32 DEBUG
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_img.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_img.mak" CFG="BL_IMG - WIN32 DEBUG"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_img - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_img - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_img - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\img"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\img"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_img - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\img\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\img\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_img - Win32 Release"
# Name "BL_img - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_BrushRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_CanvasRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Line.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Pixmap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_PixmapRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Rect.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_BrushRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_CanvasRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Color.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Line.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_MemPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Pixmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_PixmapRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Rect.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Types.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\img\IMG_Api.h
# End Source File
# End Group
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BL_img" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_IMG - WIN32 DEBUG
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_img.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_img.mak" CFG="BL_IMG - WIN32 DEBUG"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_img - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_img - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_img - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\img"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\img"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BL_img - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\img\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\img\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BL_img - Win32 Release"
# Name "BL_img - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Api.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_BrushRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_CanvasRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Line.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Pixmap.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_PixmapRGBA32.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Rect.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "intern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_BrushRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_CanvasRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Color.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Line.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_MemPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Pixmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_PixmapRGBA32.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Rect.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\img\intern\IMG_Types.h
# End Source File
# End Group
# Begin Group "extern"
# PROP Default_Filter ""
# Begin Source File
SOURCE=..\..\..\source\blender\img\IMG_Api.h
# End Source File
# End Group
# End Group
# End Target
# End Project

View File

@@ -1,186 +1,186 @@
# Microsoft Developer Studio Project File - Name="BLO_loader" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLO_loader - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLO_loader.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLO_loader.mak" CFG="BLO_loader - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLO_loader - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLO_loader - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\loader"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\blenloader" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLO_loader___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLO_loader___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\loader\debug\BLO_loader.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLO_loader___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLO_loader___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\loader\BLO_loader.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLO_loader - Win32 Release"
# Name "BLO_loader - Win32 Debug"
# Name "BLO_loader - Win32 MT DLL Debug"
# Name "BLO_loader - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\genfile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\readblenentry.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\readfile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\undofile.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\writefile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_genfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_readfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_soundfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_undofile.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BLO_loader" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BLO_loader - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BLO_loader.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BLO_loader.mak" CFG="BLO_loader - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BLO_loader - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "BLO_loader - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BLO_loader - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\loader"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\blender\blenloader" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BLO_loader___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "BLO_loader___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\loader\debug\BLO_loader.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BLO_loader - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "BLO_loader___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "BLO_loader___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\loader\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\loader\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\streamglue\\" /I "..\..\..\source\blender\readblenfile\\" /I "..\..\..\source\blender\writeblenfile\\" /I "..\..\..\source\blender\deflate\\" /I "..\..\..\source\blender\inflate\\" /I "..\..\..\..\lib\windows\zlib\include" /I "..\..\..\source\blender\readblenfile" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\blender\writestreamglue" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\python" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\blender\loader\BLO_loader.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BLO_loader - Win32 Release"
# Name "BLO_loader - Win32 Debug"
# Name "BLO_loader - Win32 MT DLL Debug"
# Name "BLO_loader - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\genfile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\readblenentry.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\readfile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\undofile.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\intern\writefile.c
# ADD CPP /I "..\..\..\source\blender"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_genfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_readfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_soundfile.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\blenloader\BLO_undofile.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,373 +1,373 @@
# Microsoft Developer Studio Project File - Name="DNA_makesdna" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=DNA_makesdna - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "DNA_makesdna.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "DNA_makesdna.mak" CFG="DNA_makesdna - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "DNA_makesdna - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 MT DLL Release" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 MT DLL Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "DNA_makesdna - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /nodefaultlib:"libc.lib" /libpath:"..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\obj\windows\blender\blenlib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Building DNA
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 libguardedalloc.a BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\..\..\..\lib\windows\guardedalloc\lib\debug" /libpath:"..\..\..\obj\windows\blender\blenlib\debug"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Building DNA
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "DNA_makesdna___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "DNA_makesdna___Win32_MT_DLL_Release"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\mtdll"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo /o"DNA_makesdna.bsc"
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /out:"..\..\..\source\blender\makesdna\intern\DNA_makesdna.exe" /libpath:"..\..\..\..\obj\windows\blender\blenlib"
# SUBTRACT BASE LINK32 /pdb:none
# ADD LINK32 libguardedalloc.a /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /libpath:"..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\obj\windows\blender\blenlib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "DNA_makesdna___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "DNA_makesdna___Win32_MT_DLL_Debug"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\mtdll_debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo /o"DNA_makesdna.bsc"
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /out:"..\..\..\source\blender\makesdna\debug\DNA_makesdna.exe" /pdbtype:sept /libpath:"..\..\..\..\obj\windows\blender\blenlib\debug"
# SUBTRACT BASE LINK32 /pdb:none
# ADD LINK32 libguardedalloc.a /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\lib\windows\guardedalloc\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ENDIF
# Begin Target
# Name "DNA_makesdna - Win32 Release"
# Name "DNA_makesdna - Win32 Debug"
# Name "DNA_makesdna - Win32 MT DLL Release"
# Name "DNA_makesdna - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\intern\makesdna.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_action_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_actuator_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_armature_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_camera_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_constraint_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_controller_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_curve_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_customdata_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_documentation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_effect_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_fileglobal_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_group_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_ID.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_image_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_ipo_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_key_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_lamp_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_lattice_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_listBase.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_material_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_mesh_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_meshdata_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_meta_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_modifier_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_nla_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_object_force.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_object_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_oops_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_packedFile_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_property_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_radio_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_scene_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_screen_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_scriptlink_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sdna_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sensor_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sequence_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sound_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_space_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_text_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_texture_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_userdef_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_vec_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_vfont_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_view2d_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_view3d_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_wave_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_world_types.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="DNA_makesdna" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=DNA_makesdna - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "DNA_makesdna.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "DNA_makesdna.mak" CFG="DNA_makesdna - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "DNA_makesdna - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 MT DLL Release" (based on "Win32 (x86) Console Application")
!MESSAGE "DNA_makesdna - Win32 MT DLL Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "DNA_makesdna - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /nodefaultlib:"libc.lib" /libpath:"..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\obj\windows\blender\blenlib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Building DNA
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 libguardedalloc.a BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /pdbtype:sept /libpath:"..\..\..\..\lib\windows\guardedalloc\lib\debug" /libpath:"..\..\..\obj\windows\blender\blenlib\debug"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Desc=Building DNA
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "DNA_makesdna___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "DNA_makesdna___Win32_MT_DLL_Release"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\mtdll"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo /o"DNA_makesdna.bsc"
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /out:"..\..\..\source\blender\makesdna\intern\DNA_makesdna.exe" /libpath:"..\..\..\..\obj\windows\blender\blenlib"
# SUBTRACT BASE LINK32 /pdb:none
# ADD LINK32 libguardedalloc.a /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /machine:I386 /libpath:"..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\obj\windows\blender\blenlib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ELSEIF "$(CFG)" == "DNA_makesdna - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "DNA_makesdna___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "DNA_makesdna___Win32_MT_DLL_Debug"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\source\blender\makesdna\intern"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\makesdna\mtdll_debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo /o"DNA_makesdna.bsc"
# ADD BSC32 /nologo /o"DNA_makesdna.bsc"
LINK32=link.exe
# ADD BASE LINK32 BLI_blenlib.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /out:"..\..\..\source\blender\makesdna\debug\DNA_makesdna.exe" /pdbtype:sept /libpath:"..\..\..\..\obj\windows\blender\blenlib\debug"
# SUBTRACT BASE LINK32 /pdb:none
# ADD LINK32 libguardedalloc.a /nologo /subsystem:console /pdb:"DNA_makesdna.pdb" /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\lib\windows\guardedalloc\lib"
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
SOURCE="$(InputPath)"
PostBuild_Cmds=CD ..\..\..\source\blender\makesdna\intern\ DNA_makesdna.exe dna.c
# End Special Build Tool
!ENDIF
# Begin Target
# Name "DNA_makesdna - Win32 Release"
# Name "DNA_makesdna - Win32 Debug"
# Name "DNA_makesdna - Win32 MT DLL Release"
# Name "DNA_makesdna - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\intern\makesdna.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_action_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_actuator_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_armature_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_camera_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_constraint_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_controller_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_curve_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_customdata_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_documentation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_effect_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_fileglobal_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_group_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_ID.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_image_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_ipo_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_key_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_lamp_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_lattice_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_listBase.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_material_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_mesh_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_meshdata_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_meta_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_modifier_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_nla_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_object_force.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_object_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_oops_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_packedFile_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_property_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_radio_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_scene_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_screen_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_scriptlink_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sdna_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sensor_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sequence_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_sound_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_space_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_text_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_texture_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_userdef_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_vec_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_vfont_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_view2d_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_view3d_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_wave_types.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\makesdna\DNA_world_types.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,133 +1,133 @@
# Microsoft Developer Studio Project File - Name="BRA_radiosity" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRA_radiosity - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRA_radiosity.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRA_radiosity.mak" CFG="BRA_radiosity - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRA_radiosity - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRA_radiosity - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRA_radiosity - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\radiosity"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\radiosity"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\intern\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRA_radiosity - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\radiosity\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\radiosity\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\intern\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BRA_radiosity - Win32 Release"
# Name "BRA_radiosity - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\raddisplay.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radfactors.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radio.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radnode.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radpostprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radpreprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radrender.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\extern\include\radio.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\extern\include\radio_types.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BRA_radiosity" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRA_radiosity - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRA_radiosity.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRA_radiosity.mak" CFG="BRA_radiosity - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRA_radiosity - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRA_radiosity - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRA_radiosity - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\radiosity"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\radiosity"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\intern\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRA_radiosity - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\radiosity\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\radiosity\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\render\intern\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BRA_radiosity - Win32 Release"
# Name "BRA_radiosity - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\raddisplay.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radfactors.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radio.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radnode.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radpostprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radpreprocess.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\intern\source\radrender.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\extern\include\radio.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\radiosity\extern\include\radio_types.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,192 +1,192 @@
# Microsoft Developer Studio Project File - Name="BRE_render" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRE_render - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRE_render.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRE_render.mak" CFG="BRE_render - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRE_render - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRE_render - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRE_render - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\render"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\kernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\intern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender" /I "..\..\..\source\blender\yafray" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRE_render - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\kernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\intern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender" /I "..\..\..\source\blender\yafray" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BRE_render - Win32 Release"
# Name "BRE_render - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\convertblender.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\envmap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\gammaCorrectionTables.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\imagetexture.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\initrender.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pipeline.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pixelblending.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pixelshading.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\ray.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\rendercore.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\renderdatabase.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\shadbuf.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\texture.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\zbuf.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\edgeRender.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\envmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\gammaCorrectionTables.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\initrender.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\pixelblending.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\pixelshading.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\rendercore.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\shadbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\texture.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\zbuf.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BRE_render" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRE_render - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRE_render.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRE_render.mak" CFG="BRE_render - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRE_render - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRE_render - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRE_render - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\render"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\kernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\intern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender" /I "..\..\..\source\blender\yafray" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRE_render - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\kernel\gen_messaging" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\quicktime" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\kernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\intern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender" /I "..\..\..\source\blender\yafray" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "WITH_QUICKTIME" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "BRE_render - Win32 Release"
# Name "BRE_render - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\convertblender.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\envmap.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\gammaCorrectionTables.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\imagetexture.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\initrender.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pipeline.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pixelblending.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\pixelshading.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\ray.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\rendercore.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\renderdatabase.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\shadbuf.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\texture.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\source\zbuf.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\edgeRender.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\envmap.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\gammaCorrectionTables.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\initrender.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\pixelblending.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\pixelshading.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\rendercore.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\shadbuf.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\texture.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\render\intern\include\zbuf.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,102 +1,102 @@
# Microsoft Developer Studio Project File - Name="BRE_renderconverter" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRE_renderconverter - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRE_renderconverter.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRE_renderconverter.mak" CFG="BRE_renderconverter - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRE_renderconverter - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRE_renderconverter - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRE_renderconverter - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\renderconverter"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\renderconverter"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\yafray" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\render\extern\include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRE_renderconverter - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BRE_renderconverter___Win32_Debug"
# PROP BASE Intermediate_Dir "BRE_renderconverter___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\yafray" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\render\extern\include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\renderconverter\debug\BRE_renderconverter.lib"
!ENDIF
# Begin Target
# Name "BRE_renderconverter - Win32 Release"
# Name "BRE_renderconverter - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\renderconverter\intern\convertBlenderScene.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\renderconverter\RE_renderconverter.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BRE_renderconverter" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BRE_renderconverter - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BRE_renderconverter.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BRE_renderconverter.mak" CFG="BRE_renderconverter - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BRE_renderconverter - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BRE_renderconverter - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BRE_renderconverter - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\renderconverter"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\renderconverter"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\yafray" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\render\extern\include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "BRE_renderconverter - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BRE_renderconverter___Win32_Debug"
# PROP BASE Intermediate_Dir "BRE_renderconverter___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\render\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\yafray" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\render\extern\include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x413 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\renderconverter\debug\BRE_renderconverter.lib"
!ENDIF
# Begin Target
# Name "BRE_renderconverter - Win32 Release"
# Name "BRE_renderconverter - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\renderconverter\intern\convertBlenderScene.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\blender\renderconverter\RE_renderconverter.h
# End Source File
# End Group
# End Target
# End Project

File diff suppressed because it is too large Load Diff

View File

@@ -1,102 +1,102 @@
# Microsoft Developer Studio Project File - Name="BL_src_cre" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_src_cre - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_src_cre.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_src_cre.mak" CFG="BL_src_cre - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_src_cre - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_src_cre - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_src_cre - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\src_cre"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\src_cre"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\renderui" /I "..\..\..\source\gameengine\soundsystem\\" /I "..\..\..\..\lib\windows\python\include\python2.2\\" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\verify" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\..\lib\windows\decimation\include" /I "..\..\..\source\blender\blenpluginapi\\" /I "..\..\..\..\lib\windows\blenkey\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_CONSOLE" /D "NAN_GAME" /D "GAME" /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\src\BL_src_cre.lib"
!ELSEIF "$(CFG)" == "BL_src_cre - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\src_cre\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\src_cre\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\renderui" /I "..\..\..\source\gameengine\soundsystem\\" /I "..\..\..\..\lib\windows\python\include\python2.2\\" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\verify" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\..\lib\windows\decimation\include" /I "..\..\..\source\blender\blenpluginapi\\" /I "..\..\..\..\lib\windows\blenkey\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_CONSOLE" /D "NAN_GAME" /D "GAME" /U "_DEBUG" /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\src\debug\BL_src_cre.lib"
!ENDIF
# Begin Target
# Name "BL_src_cre - Win32 Release"
# Name "BL_src_cre - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\src\cre\license.jpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\src\cre\license_key.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BL_src_cre" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=BL_src_cre - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BL_src_cre.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BL_src_cre.mak" CFG="BL_src_cre - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BL_src_cre - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "BL_src_cre - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BL_src_cre - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\blender\src_cre"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\src_cre"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\renderui" /I "..\..\..\source\gameengine\soundsystem\\" /I "..\..\..\..\lib\windows\python\include\python2.2\\" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\verify" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\..\lib\windows\decimation\include" /I "..\..\..\source\blender\blenpluginapi\\" /I "..\..\..\..\lib\windows\blenkey\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_CONSOLE" /D "NAN_GAME" /D "GAME" /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\src\BL_src_cre.lib"
!ELSEIF "$(CFG)" == "BL_src_cre - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\blender\src_cre\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\blender\src_cre\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\renderui" /I "..\..\..\source\gameengine\soundsystem\\" /I "..\..\..\..\lib\windows\python\include\python2.2\\" /I "..\..\..\source\blender\renderconverter" /I "..\..\..\source\blender\verify" /I "..\..\..\source\blender\readstreamglue" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\blender\blenloader" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\python" /I "..\..\..\source\blender\radiosity\extern\include" /I "..\..\..\source\blender\render\extern\include" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\..\lib\windows\decimation\include" /I "..\..\..\source\blender\blenpluginapi\\" /I "..\..\..\..\lib\windows\blenkey\include" /I "..\..\..\..\lib\windows\pthreads\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "_CONSOLE" /D "NAN_GAME" /D "GAME" /U "_DEBUG" /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\obj\windows\blender\src\debug\BL_src_cre.lib"
!ENDIF
# Begin Target
# Name "BL_src_cre - Win32 Release"
# Name "BL_src_cre - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\blender\src\cre\license.jpeg.c
# End Source File
# Begin Source File
SOURCE=..\..\..\source\blender\src\cre\license_key.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# End Target
# End Project

View File

@@ -1,100 +1,100 @@
# Microsoft Developer Studio Project File - Name="datatoc" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=datatoc - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "datatoc.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "datatoc.mak" CFG="datatoc - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "datatoc - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "datatoc - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "datatoc - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "datatoc - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "datatoc - Win32 Release"
# Name "datatoc - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\release\datafiles\datatoc.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="datatoc" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=datatoc - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "datatoc.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "datatoc.mak" CFG="datatoc - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "datatoc - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "datatoc - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "datatoc - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "datatoc - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "datatoc - Win32 Release"
# Name "datatoc - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\release\datafiles\datatoc.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,161 +1,161 @@
# Microsoft Developer Studio Project File - Name="KX_blenderhook" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_blenderhook - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_blenderhook.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_blenderhook.mak" CFG="KX_blenderhook - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_blenderhook - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_blenderhook - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_blenderhook - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\blenderhook"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\blenderhook"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\extern\solid" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\source\gameengine\Converter\\" /I "..\..\..\source\blender\imbuf" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\gameengine\ketsji" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\scenegraph" /I "..\..\..\source\sumo\include" /I "..\..\..\source\sumo\fuzzics\include" /I "..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\blenloader" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_blenderhook - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\blenderhook\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\blenderhook\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\extern\solid" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\source\gameengine\Converter\\" /I "..\..\..\source\blender\imbuf" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\gameengine\ketsji" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\scenegraph" /I "..\..\..\source\sumo\include" /I "..\..\..\source\sumo\fuzzics\include" /I "..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\blenloader" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_blenderhook - Win32 Release"
# Name "KX_blenderhook - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderCanvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderGL.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderInputDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderMouseDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderPolyMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderGL.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderMouseDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderPolyMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderSystem.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="KX_blenderhook" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_blenderhook - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_blenderhook.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_blenderhook.mak" CFG="KX_blenderhook - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_blenderhook - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_blenderhook - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_blenderhook - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\blenderhook"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\blenderhook"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\extern\solid" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\source\gameengine\Converter\\" /I "..\..\..\source\blender\imbuf" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\gameengine\ketsji" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\scenegraph" /I "..\..\..\source\sumo\include" /I "..\..\..\source\sumo\fuzzics\include" /I "..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\blenloader" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_blenderhook - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\blenderhook\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\blenderhook\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\extern\solid" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\source\gameengine\Converter\\" /I "..\..\..\source\blender\imbuf" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\gameengine\ketsji" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\scenegraph" /I "..\..\..\source\sumo\include" /I "..\..\..\source\sumo\fuzzics\include" /I "..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\blender\misc" /I "..\..\..\source\blender\blenloader" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_blenderhook - Win32 Release"
# Name "KX_blenderhook - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\BL_KetsjiEmbedStart.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderCanvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderGL.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderInputDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderMouseDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderPolyMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderGL.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderMouseDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderPolyMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\BlenderRoutines\KX_BlenderSystem.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,278 +1,278 @@
# Microsoft Developer Studio Project File - Name="KX_converter" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_converter - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_converter.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_converter.mak" CFG="KX_converter - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_converter - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_converter - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /I "..\..\..\source\gameengine\physics\Dummy" /I "..\..\..\extern\solid" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\\gameengine\physics\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\bullet" /I "..\..\..\extern\bullet\linearmath" /I "..\..\..\extern\bullet\Bulletdynamics" /I "..\..\..\extern\bullet\Bullet" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "USE_SUMO_SOLID" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\debug"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /I "..\..\..\source\gameengine\physics\Dummy" /I "..\..\..\extern\solid" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\\gameengine\physics\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\bullet" /I "..\..\..\extern\bullet\linearmath" /I "..\..\..\extern\bullet\Bulletdynamics" /I "..\..\..\extern\bullet\Bullet" /D "WIN32" /D "_MBCS" /D "_LIB" /D "USE_SUMO_SOLID" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "KX_converter___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "KX_converter___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\mtdll_debug"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo\include" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\converter\debug\KX_converter.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "KX_converter___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "KX_converter___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\mtdll"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo\include" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\converter\KX_converter.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_converter - Win32 Release"
# Name "KX_converter - Win32 Debug"
# Name "KX_converter - Win32 MT DLL Debug"
# Name "KX_converter - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ActionActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ArmatureObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_BlenderDataConversion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_DeformableGameObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_MeshDeformer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinDeformer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinMeshObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BlenderWorldInfo.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Bullet\CcdPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Bullet\CcdPhysicsEnvironment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderScalarInterpolator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderSceneConverter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertActuators.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertControllers.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertProperties.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertSensors.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_IpoConvert.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ActionActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ArmatureObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_BlenderDataConversion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_DeformableGameObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_MeshDeformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinDeformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinMeshObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BlenderWorldInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderScalarInterpolator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderSceneConverter.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertActuators.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertControllers.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertProperties.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertSensors.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_IpoConvert.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="KX_converter" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_converter - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_converter.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_converter.mak" CFG="KX_converter - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_converter - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_converter - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_converter - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /I "..\..\..\source\gameengine\physics\Dummy" /I "..\..\..\extern\solid" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\\gameengine\physics\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\bullet" /I "..\..\..\extern\bullet\linearmath" /I "..\..\..\extern\bullet\Bulletdynamics" /I "..\..\..\extern\bullet\Bullet" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "USE_SUMO_SOLID" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\debug"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /I "..\..\..\source\gameengine\physics\Dummy" /I "..\..\..\extern\solid" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\\gameengine\physics\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\lib\windows\soundsystem\include" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\bullet" /I "..\..\..\extern\bullet\linearmath" /I "..\..\..\extern\bullet\Bulletdynamics" /I "..\..\..\extern\bullet\Bullet" /D "WIN32" /D "_MBCS" /D "_LIB" /D "USE_SUMO_SOLID" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "KX_converter___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "KX_converter___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\mtdll_debug"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo\include" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\converter\debug\KX_converter.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_converter - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "KX_converter___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "KX_converter___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\converter\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\converter\mtdll"
# PROP Target_Dir ""
MTL=midl.exe
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\source\gameengine\physics" /I "..\..\..\source\gameengine\physics\ode" /I "..\..\..\source\gameengine\physics\dummy" /I "..\..\..\source\gameengine\physics\sumo\include" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\source\blender\imbuf" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\source\gameengine\BlenderRoutines" /I "..\..\..\source\sumo\include" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\source\gameengine\Ketsji" /I "..\..\..\source\gameengine\SceneGraph" /I "..\..\..\source\gameengine\rasterizer" /I "..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\source\gameengine\gamelogic" /I "..\..\..\source\gameengine\soundsystem" /I "..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\source\gameengine\soundsystem\snd_blenderwavecache" /I "..\..\..\source\blender\blenlib" /I "..\..\..\source\blender\blenkernel" /I "..\..\..\source\blender\include" /I "..\..\..\source\blender" /I "..\..\..\source\blender\makesdna" /I "..\..\..\source\gameengine\network" /I "..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\source\gameengine\physics\sumo" /I "..\..\..\source\gameengine\physics\sumo\fuzzics\include" /I "..\..\..\source\gameengine\physics\common" /I "..\..\..\source\gameengine\physics\BlOde" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\converter\KX_converter.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_converter - Win32 Release"
# Name "KX_converter - Win32 Debug"
# Name "KX_converter - Win32 MT DLL Debug"
# Name "KX_converter - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ActionActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ArmatureObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_BlenderDataConversion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_DeformableGameObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_MeshDeformer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinDeformer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinMeshObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BlenderWorldInfo.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Bullet\CcdPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Bullet\CcdPhysicsEnvironment.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderScalarInterpolator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderSceneConverter.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertActuators.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertControllers.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertProperties.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertSensors.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_IpoConvert.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ActionActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_ArmatureObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_BlenderDataConversion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_DeformableGameObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_MeshDeformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinDeformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BL_SkinMeshObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\BlenderWorldInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderScalarInterpolator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_BlenderSceneConverter.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertActuators.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertControllers.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertProperties.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_ConvertSensors.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Converter\KX_IpoConvert.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,302 +1,302 @@
# Microsoft Developer Studio Project File - Name="EXP_expressions" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=EXP_expressions - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "EXP_expressions.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "EXP_expressions.mak" CFG="EXP_expressions - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "EXP_expressions - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "EXP_expressions - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\intern\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\intern\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "EXP_expressions___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "EXP_expressions___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_system" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\expressions\debug\EXP_expressions.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "EXP_expressions___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "EXP_expressions___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\kernel\gen_system" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\expressions\EXP_expressions.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "EXP_expressions - Win32 Release"
# Name "EXP_expressions - Win32 Debug"
# Name "EXP_expressions - Win32 MT DLL Debug"
# Name "EXP_expressions - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\BoolValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ConstExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\EmptyValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ErrorValue.cpp
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Expressions\EXP_C-Api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Expression.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\FloatValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IdentifierExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IfExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\InputParser.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IntValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\KX_HashedPtr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ListValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator1Expr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator2Expr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\PyObjectPlus.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\StringValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Value.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VectorValue.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\BoolValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ConstExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\EmptyValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ErrorValue.h
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Expressions\EXP_C-Api.h"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Expression.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\FloatValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IdentifierExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IfExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\InputParser.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IntValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\KX_HashedPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ListValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator1Expr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator2Expr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\PyObjectPlus.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\StringValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Value.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VectorValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VoidValue.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="EXP_expressions" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=EXP_expressions - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "EXP_expressions.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "EXP_expressions.mak" CFG="EXP_expressions - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "EXP_expressions - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "EXP_expressions - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "EXP_expressions - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\intern\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\intern\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "EXP_expressions___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "EXP_expressions___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_system" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\expressions\debug\EXP_expressions.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "EXP_expressions - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "EXP_expressions___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "EXP_expressions___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\expressions\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\kernel\gen_system" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\expressions\EXP_expressions.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "EXP_expressions - Win32 Release"
# Name "EXP_expressions - Win32 Debug"
# Name "EXP_expressions - Win32 MT DLL Debug"
# Name "EXP_expressions - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\BoolValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ConstExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\EmptyValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ErrorValue.cpp
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Expressions\EXP_C-Api.cpp"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Expression.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\FloatValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IdentifierExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IfExpr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\InputParser.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IntValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\KX_HashedPtr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ListValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator1Expr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator2Expr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\PyObjectPlus.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\StringValue.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Value.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VectorValue.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\BoolValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ConstExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\EmptyValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ErrorValue.h
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Expressions\EXP_C-Api.h"
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Expression.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\FloatValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IdentifierExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IfExpr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\InputParser.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\IntValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\KX_HashedPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\ListValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator1Expr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Operator2Expr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\PyObjectPlus.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\StringValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\Value.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VectorValue.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Expressions\VoidValue.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,406 +1,406 @@
# Microsoft Developer Studio Project File - Name="SCA_GameLogic" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SCA_GameLogic - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SCA_GameLogic.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SCA_GameLogic.mak" CFG="SCA_GameLogic - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SCA_GameLogic - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SCA_GameLogic - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SCA_GameLogic___Win32_Debug"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SCA_GameLogic___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gamelogic\debug\SCA_GameLogic.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SCA_GameLogic___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gamelogic\SCA_GameLogic.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SCA_GameLogic - Win32 Release"
# Name "SCA_GameLogic - Win32 Debug"
# Name "SCA_GameLogic - Win32 MT DLL Debug"
# Name "SCA_GameLogic - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Group "JoystickImp"
# PROP Default_Filter "cpp"
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_Joystick.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickEvents.cpp
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ANDController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_EventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ExpressionController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IInputDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ILogicBrick.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IScene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ISensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_LogicManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ORController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertySensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PythonController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomNumberGenerator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_TimeEventManager.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "Joystick"
# PROP Default_Filter "h"
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_Joystick.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickDefines.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickPrivate.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ANDController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_EventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ExpressionController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ILogicBrick.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IScene.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ISensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_LogicManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ORController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertySensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PythonController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomNumberGenerator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_TimeEventManager.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SCA_GameLogic" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SCA_GameLogic - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SCA_GameLogic.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SCA_GameLogic.mak" CFG="SCA_GameLogic - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SCA_GameLogic - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SCA_GameLogic - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SCA_GameLogic - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SCA_GameLogic___Win32_Debug"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SCA_GameLogic___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gamelogic\debug\SCA_GameLogic.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SCA_GameLogic - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SCA_GameLogic___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SCA_GameLogic___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\gamelogic\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\sdl\include" /I "..\..\..\source\kernel\gen_system" /I "..\..\..\source\gameengine\expressions" /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /D "EXP_PYTHON_EMBEDDING" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gamelogic\SCA_GameLogic.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SCA_GameLogic - Win32 Release"
# Name "SCA_GameLogic - Win32 Debug"
# Name "SCA_GameLogic - Win32 MT DLL Debug"
# Name "SCA_GameLogic - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Group "JoystickImp"
# PROP Default_Filter "cpp"
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_Joystick.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickEvents.cpp
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ANDController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_EventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ExpressionController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IInputDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ILogicBrick.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IScene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ISensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_LogicManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ORController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertySensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PythonController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomNumberGenerator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_TimeEventManager.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Group "Joystick"
# PROP Default_Filter "h"
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_Joystick.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickDefines.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\Joystick\SCA_JoystickPrivate.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_AlwaysSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ANDController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_EventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ExpressionController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ILogicBrick.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_IScene.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ISensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_JoystickSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_KeyboardSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_LogicManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_MouseSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_ORController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertyEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PropertySensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_PythonController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomNumberGenerator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_RandomSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\GameLogic\SCA_TimeEventManager.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,253 +1,253 @@
# Microsoft Developer Studio Project File - Name="GP_axctl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_axctl - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_axctl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_axctl.mak" CFG="GP_axctl - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_axctl - Win32 MT DLL Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_axctl - Win32 MT DLL Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_axctl - Win32 MT DLL Debug"
# PROP BASE Use_MFC 2
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_axctl___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "GP_axctl___Win32_MT_DLL_Debug"
# PROP BASE Target_Ext "ocx"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 2
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll_debug"
# PROP Target_Ext "ocx"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /FR /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\GamePlayer\common" /I "..\..\..\..\source\gameengine\GamePlayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /U "_DEBUG" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL"
# ADD RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 opengl32.lib glu32.lib glaux.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"Debug/ActiveXgp.ocx" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# SUBTRACT BASE LINK32 /nodefaultlib
# ADD LINK32 openal_static.lib libmoto.a libguardedalloc.a libbmfont.a libstring.a ws2_32.lib opengl32.lib glu32.lib glaux.lib dxguid.lib ole32.lib vfw32.lib libblenkey.a libeay32.lib libz.a libpng.a libjpeg.a odelib.lib /nologo /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrt.lib" /out:"..\..\..\..\obj\windows\debug\Blender3DPlugin.ocx" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\ode\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib" /libpath:"../../../../../lib/windows/bmfont/lib" /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/python/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont/lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\\" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib"
# SUBTRACT LINK32 /pdb:none
!ELSEIF "$(CFG)" == "GP_axctl - Win32 MT DLL Release"
# PROP BASE Use_MFC 2
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "GP_axctl___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "GP_axctl___Win32_MT_DLL_Release"
# PROP BASE Target_Ext "ocx"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 2
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll"
# PROP Target_Ext "ocx"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MD /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\GamePlayer\common" /I "..\..\..\..\source\gameengine\GamePlayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL"
# ADD RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 opengl32.lib glu32.lib glaux.lib /nologo /subsystem:windows /dll /machine:I386 /out:"Release/ActiveXgp.ocx"
# ADD LINK32 openal_static.lib libmoto.a libguardedalloc.a libbmfont.a libstring.a ws2_32.lib opengl32.lib glu32.lib glaux.lib dxguid.lib ole32.lib vfw32.lib libblenkey.a libeay32.lib libz.a libpng.a libjpeg.a odelib.lib /nologo /subsystem:windows /dll /machine:I386 /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrtd.lib" /out:"..\..\..\..\obj\windows\Blender3DPlugin.ocx" /libpath:"..\..\..\..\..\lib\windows\ode\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont/lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "GP_axctl - Win32 MT DLL Debug"
# Name "GP_axctl - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderDataPathProperty.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.odl
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerPpg.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\CControlRefresher.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\MemoryResource.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\RawImageRsrc.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\SafeControl.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\StdAfx.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderDataPathProperty.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerPpg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\CControlRefresher.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\MemoryResource.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\RawImageRsrc.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\Resource.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\SafeControl.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.ico
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.bmp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\splash.bmp
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ActiveXandNetscapeTest.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerDuo.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\load.blend
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_blender.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_blender3d.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_nan.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ReadMe.txt
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ReadMeBuilding.txt
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_axctl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_axctl - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_axctl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_axctl.mak" CFG="GP_axctl - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_axctl - Win32 MT DLL Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_axctl - Win32 MT DLL Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_axctl - Win32 MT DLL Debug"
# PROP BASE Use_MFC 2
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_axctl___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "GP_axctl___Win32_MT_DLL_Debug"
# PROP BASE Target_Ext "ocx"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 2
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll_debug"
# PROP Target_Ext "ocx"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /FR /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\GamePlayer\common" /I "..\..\..\..\source\gameengine\GamePlayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /U "_DEBUG" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL"
# ADD RSC /l 0x409 /d "_DEBUG" /d "_AFXDLL"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 opengl32.lib glu32.lib glaux.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"Debug/ActiveXgp.ocx" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# SUBTRACT BASE LINK32 /nodefaultlib
# ADD LINK32 openal_static.lib libmoto.a libguardedalloc.a libbmfont.a libstring.a ws2_32.lib opengl32.lib glu32.lib glaux.lib dxguid.lib ole32.lib vfw32.lib libblenkey.a libeay32.lib libz.a libpng.a libjpeg.a odelib.lib /nologo /subsystem:windows /dll /debug /machine:I386 /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrt.lib" /out:"..\..\..\..\obj\windows\debug\Blender3DPlugin.ocx" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\ode\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib" /libpath:"../../../../../lib/windows/bmfont/lib" /libpath:"../../../../../lib/windows/string/lib" /libpath:"../../../../../lib/windows/python/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont/lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\\" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib"
# SUBTRACT LINK32 /pdb:none
!ELSEIF "$(CFG)" == "GP_axctl - Win32 MT DLL Release"
# PROP BASE Use_MFC 2
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "GP_axctl___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "GP_axctl___Win32_MT_DLL_Release"
# PROP BASE Target_Ext "ocx"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 2
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\axctl\mtdll"
# PROP Target_Ext "ocx"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MD /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\GamePlayer\common" /I "..\..\..\..\source\gameengine\GamePlayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_WINDLL" /D "_AFXDLL" /D "_MBCS" /D "_USRDLL" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL"
# ADD RSC /l 0x409 /d "NDEBUG" /d "_AFXDLL"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 opengl32.lib glu32.lib glaux.lib /nologo /subsystem:windows /dll /machine:I386 /out:"Release/ActiveXgp.ocx"
# ADD LINK32 openal_static.lib libmoto.a libguardedalloc.a libbmfont.a libstring.a ws2_32.lib opengl32.lib glu32.lib glaux.lib dxguid.lib ole32.lib vfw32.lib libblenkey.a libeay32.lib libz.a libpng.a libjpeg.a odelib.lib /nologo /subsystem:windows /dll /machine:I386 /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrtd.lib" /out:"..\..\..\..\obj\windows\Blender3DPlugin.ocx" /libpath:"..\..\..\..\..\lib\windows\ode\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\openal\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont/lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib\mt_dll" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "GP_axctl - Win32 MT DLL Debug"
# Name "GP_axctl - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderDataPathProperty.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.odl
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerPpg.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\CControlRefresher.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\MemoryResource.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\RawImageRsrc.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\SafeControl.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\StdAfx.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderDataPathProperty.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerPpg.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\CControlRefresher.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\MemoryResource.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\RawImageRsrc.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\Resource.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\SafeControl.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.ico
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerCtl.bmp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\splash.bmp
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ActiveXandNetscapeTest.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayer.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\BlenderPlayerDuo.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\load.blend
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_blender.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_blender3d.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\logo_nan.raw
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ReadMe.txt
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ActiveX\ReadMeBuilding.txt
# End Source File
# End Target
# End Project

View File

@@ -1,255 +1,255 @@
# Microsoft Developer Studio Project File - Name="GP_common" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=GP_common - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_common.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_common.mak" CFG="GP_common - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_common - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_common - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /FD /GZ /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_common___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "GP_common___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gameplayer\common\debug\GP_common.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "GP_common___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "GP_common___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gameplayer\common\GP_common.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "GP_common - Win32 Release"
# Name "GP_common - Win32 Debug"
# Name "GP_common - Win32 MT DLL Debug"
# Name "GP_common - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\bmfont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Engine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_MouseDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_PolygonMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawImage.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawLoadDotBlendArray.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawLogoArrays.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Engine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Engine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_MouseDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_PolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_System.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Engine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_System.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\Makefile
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_common" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=GP_common - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_common.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_common.mak" CFG="GP_common - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_common - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "GP_common - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_common - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /FD /GZ /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_common___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "GP_common___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gameplayer\common\debug\GP_common.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "GP_common - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "GP_common___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "GP_common___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\common\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\guardedalloc\include" /I "..\..\..\..\source\gameengine\Converter" /I "..\..\..\..\source\gameengine\soundsystem\snd_dummy" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\GamePlayer\common\\" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\gameplayer\common\GP_common.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "GP_common - Win32 Release"
# Name "GP_common - Win32 Debug"
# Name "GP_common - Win32 MT DLL Debug"
# Name "GP_common - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\bmfont.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Engine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_MouseDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_PolygonMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawImage.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawLoadDotBlendArray.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RawLogoArrays.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Engine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_Engine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_MouseDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_PolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_RenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\GPC_System.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_Engine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\windows\GPW_System.h
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\common\Makefile
# End Source File
# End Target
# End Project

View File

@@ -1,156 +1,156 @@
# Microsoft Developer Studio Project File - Name="GP_ghost" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_ghost - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_ghost.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_ghost.mak" CFG="GP_ghost - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_ghost - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ghost - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_ghost - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ghost\"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\gameengine\Physics\Ode" /I "..\..\..\..\source\gameengine\Physics" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/readblenfile" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\ghost\include" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a libstring.a libghost.a odelib.lib fmodvc.lib libbmfont.a ws2_32.lib kernel32.lib user32.lib gdi32.lib vfw32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.a opengl32.lib glu32.lib openal_static.lib dxguid.lib libblenkey.a libeay32.lib libpng.a libz.a libmoto.a /nologo /subsystem:console /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"msvcrtd.lib" /nodefaultlib:"msvcprt.lib" /out:"..\..\..\..\obj\windows\blenderplayer.exe" /libpath:"..\..\..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\ghost\lib" /libpath:"..\..\..\..\..\lib\windows\jpeg/lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib" /libpath:"..\..\..\..\..\lib\windows\zlib\lib" /libpath:"..\..\..\..\..\lib\windows\ode-0.03\lib" /libpath:"../../../../../lib/windows/fmod/lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\"
# SUBTRACT LINK32 /pdb:none
!ELSEIF "$(CFG)" == "GP_ghost - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ghost\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Physics\Ode" /I "..\..\..\..\source\gameengine\Physics" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/readblenfile" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\ghost\include" /I "../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "dSINGLE" /U "_DEBUG" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 libguardedalloc.a libstring.a libghost.a odelib.lib fmodvc.lib libbmfont.a ws2_32.lib kernel32.lib user32.lib gdi32.lib vfw32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib openal_static.lib libjpeg.a dxguid.lib libblenkey.a libeay32.lib libpng.a libz.a libmoto.a /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"msvcrtd.lib" /nodefaultlib:"msvcprtd.lib" /out:"..\..\..\..\obj\windows\debug\blenderplayer.exe" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont\lib\\" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\string\lib\\" /libpath:"..\..\..\..\..\lib\windows\ghost\lib\\" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib\\" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\..\..\lib\windows\ode-0.03\lib" /libpath:"../../../../../lib/windows/fmod/lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "GP_ghost - Win32 Release"
# Name "GP_ghost - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Application.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_ghost.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\icons\winplayer.rc
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Application.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_System.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\..\..\source\icons\winplayer.ico
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\Makefile
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_ghost" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_ghost - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_ghost.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_ghost.mak" CFG="GP_ghost - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_ghost - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ghost - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_ghost - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ghost\"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\gameengine\Physics\Ode" /I "..\..\..\..\source\gameengine\Physics" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/readblenfile" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\ghost\include" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a libstring.a libghost.a odelib.lib fmodvc.lib libbmfont.a ws2_32.lib kernel32.lib user32.lib gdi32.lib vfw32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.a opengl32.lib glu32.lib openal_static.lib dxguid.lib libblenkey.a libeay32.lib libpng.a libz.a libmoto.a /nologo /subsystem:console /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"msvcrtd.lib" /nodefaultlib:"msvcprt.lib" /out:"..\..\..\..\obj\windows\blenderplayer.exe" /libpath:"..\..\..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont\lib" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\string\lib" /libpath:"..\..\..\..\..\lib\windows\ghost\lib" /libpath:"..\..\..\..\..\lib\windows\jpeg/lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib" /libpath:"..\..\..\..\..\lib\windows\zlib\lib" /libpath:"..\..\..\..\..\lib\windows\ode-0.03\lib" /libpath:"../../../../../lib/windows/fmod/lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\"
# SUBTRACT LINK32 /pdb:none
!ELSEIF "$(CFG)" == "GP_ghost - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ghost\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Physics\Ode" /I "..\..\..\..\source\gameengine\Physics" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\bmfont\include" /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/readblenfile" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\ghost\include" /I "../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /D "dSINGLE" /U "_DEBUG" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 libguardedalloc.a libstring.a libghost.a odelib.lib fmodvc.lib libbmfont.a ws2_32.lib kernel32.lib user32.lib gdi32.lib vfw32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib glu32.lib openal_static.lib libjpeg.a dxguid.lib libblenkey.a libeay32.lib libpng.a libz.a libmoto.a /nologo /subsystem:console /debug /machine:I386 /nodefaultlib:"libcd.lib" /nodefaultlib:"libc.lib" /nodefaultlib:"libcmt.lib" /nodefaultlib:"msvcrt.lib" /nodefaultlib:"msvcrtd.lib" /nodefaultlib:"msvcprtd.lib" /out:"..\..\..\..\obj\windows\debug\blenderplayer.exe" /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\ode\lib" /libpath:"..\..\..\..\..\lib\windows\bmfont\lib\\" /libpath:"..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"..\..\..\..\..\lib\windows\string\lib\\" /libpath:"..\..\..\..\..\lib\windows\ghost\lib\\" /libpath:"..\..\..\..\..\lib\windows\jpeg\lib" /libpath:"..\..\..\..\..\lib\windows\moto\lib\\" /libpath:"..\..\..\..\..\lib\windows\zlib\lib\\" /libpath:"..\..\..\..\..\lib\windows\png\lib\\" /libpath:"..\..\..\..\..\lib\windows\ode-0.03\lib" /libpath:"../../../../../lib/windows/fmod/lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib\\"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "GP_ghost - Win32 Release"
# Name "GP_ghost - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Application.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Canvas.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_ghost.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_KeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_System.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\icons\winplayer.rc
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Application.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_KeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\GPG_System.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# Begin Source File
SOURCE=..\..\..\..\source\icons\winplayer.ico
# End Source File
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\ghost\Makefile
# End Source File
# End Target
# End Project

View File

@@ -1,205 +1,205 @@
# Microsoft Developer Studio Project File - Name="GP_glut" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_glut - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_glut.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_glut.mak" CFG="GP_glut - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_glut - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_glut - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_glut - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_glut - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\glut"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\source\gameengine\SoundSystem" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_glut - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\glut\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_glut - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_glut___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_glut___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_glut___Win32_Profile"
# PROP Intermediate_Dir "GP_glut___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ENDIF
# Begin Target
# Name "GP_glut - Win32 Release"
# Name "GP_glut - Win32 Debug"
# Name "GP_glut - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutGamePlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutPolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_glut" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_glut - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_glut.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_glut.mak" CFG="GP_glut - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_glut - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_glut - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_glut - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_glut - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\glut"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\source\gameengine\SoundSystem" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_glut - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\glut\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_glut - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_glut___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_glut___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_glut___Win32_Profile"
# PROP Intermediate_Dir "GP_glut___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\glut-3.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\source\gameengine\SoundSystem" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# ADD LINK32 glu32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\glut-3.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ENDIF
# Begin Target
# Name "GP_glut - Win32 Release"
# Name "GP_glut - Win32 Debug"
# Name "GP_glut - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutGamePlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutPolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Glut\GlutSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project

View File

@@ -1,206 +1,206 @@
# Microsoft Developer Studio Project File - Name="BlenderLoader" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BlenderLoader - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BlenderLoader.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BlenderLoader.mak" CFG="BlenderLoader - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BlenderLoader - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BlenderLoader - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "BlenderLoader - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BlenderLoader - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader"
# PROP Intermediate_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../../../../lib/windows/python/include/python2.0" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /I "../../../../../source/gameengine/SoundSystem/SND_Dummy" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386 /out:"..\..\..\..\..\..\obj\windows\BlenderLoader.exe" /libpath:"../../../../../../lib/windows/moto/lib" /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ELSEIF "$(CFG)" == "BlenderLoader - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader\debug"
# PROP Intermediate_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Fr /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 sdldebug.lib libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\debug\BlenderLoader.exe" /pdbtype:sept /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ELSEIF "$(CFG)" == "BlenderLoader - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BlenderLoader___Win32_Profile"
# PROP BASE Intermediate_Dir "BlenderLoader___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "BlenderLoader___Win32_Profile"
# PROP Intermediate_Dir "BlenderLoader___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# SUBTRACT BASE CPP /Fr
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 sdldebug.lib sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\debug\BlenderLoader.exe" /pdbtype:sept /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
# ADD LINK32 sdldebug.lib libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\profile\BlenderLoader.exe" /pdbtype:sept /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ENDIF
# Begin Target
# Name "BlenderLoader - Win32 Release"
# Name "BlenderLoader - Win32 Debug"
# Name "BlenderLoader - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\loader.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLSystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="BlenderLoader" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=BlenderLoader - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "BlenderLoader.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "BlenderLoader.mak" CFG="BlenderLoader - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "BlenderLoader - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "BlenderLoader - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "BlenderLoader - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "BlenderLoader - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader"
# PROP Intermediate_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "../../../../../../lib/windows/python/include/python2.0" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /I "../../../../../source/gameengine/SoundSystem/SND_Dummy" /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386 /out:"..\..\..\..\..\..\obj\windows\BlenderLoader.exe" /libpath:"../../../../../../lib/windows/moto/lib" /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ELSEIF "$(CFG)" == "BlenderLoader - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader\debug"
# PROP Intermediate_Dir "..\..\..\..\..\..\obj\windows\gameengine\gameplayer\BlenderLoader\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /Fr /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 sdldebug.lib libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\debug\BlenderLoader.exe" /pdbtype:sept /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ELSEIF "$(CFG)" == "BlenderLoader - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "BlenderLoader___Win32_Profile"
# PROP BASE Intermediate_Dir "BlenderLoader___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "BlenderLoader___Win32_Profile"
# PROP Intermediate_Dir "BlenderLoader___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# SUBTRACT BASE CPP /Fr
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "../../../../../../lib/windows/python/include/python1.5" /I "../../../../../source/blender/encrypt" /I "../../../../../source/blender/blenkernel" /I "../../../../../source/blender/makesdna" /I "../../../../../source/blender/blenlib" /I "../../../../../source/blender/blenloader" /I "../../../../../source/blender/render/extern/include" /I "../../../../../source/gameengine/Rasterizer" /I "../../../../../../lib\windows\sdl\SDL-1.1.7\include" /I "../../../../../source/gameengine/GameLogic" /I "..\..\..\..\..\source\sumo\include" /I "..\..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\source\kernel\gen_system" /I "../../../../../source/blender/imbuf" /I "../../../../../source/gameengine/SoundSystem" /I "../../../../../source/gameengine/SoundSystem/SND_OpenAL" /I "../../../../../source/gameengine/Ketsji" /I "../../../../../source/gameengine/Expressions" /I "../../../../../source/gameengine/SceneGraph" /I "../../../../../source/gameengine/ketsji/kxnetwork" /I "../../../../../source/gameengine/network" /I "../../../../../source/gameengine/network/loopbacknetwork" /I "../../../../../source/gameengine/GamePlayer/common" /I "../../../../../../lib/windows/iksolver/include" /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 sdldebug.lib sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\debug\BlenderLoader.exe" /pdbtype:sept /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
# ADD LINK32 sdldebug.lib libguardedalloc.a libmoto.a sdlmain.lib sdl.lib dxguid.lib ole32.lib libjpeg.lib glu32.lib opengl32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /out:"..\..\..\..\..\..\obj\windows\profile\BlenderLoader.exe" /pdbtype:sept /libpath:"..\..\..\..\..\..\lib\windows\guardedalloc\lib" /libpath:"../../../../../../lib/windows/python/lib" /libpath:"../../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../../lib/windows/sdl/SDL-1.1.7\Lib"
!ENDIF
# Begin Target
# Name "BlenderLoader - Win32 Release"
# Name "BlenderLoader - Win32 Debug"
# Name "BlenderLoader - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\loader.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLSystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\GamePlayer\Loaders\Blender\SDLSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project

View File

@@ -1,173 +1,173 @@
# Microsoft Developer Studio Project File - Name="GP_netscape" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_netscape - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak" CFG="GP_netscape - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_netscape - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_netscape - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\..\lib\windows\iksolver\include" /I "../../../../../lib/windows/moto/include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib libblenkey.a libz.a /nologo /subsystem:windows /dll /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /I "../../../../../lib/windows/moto/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib libblenkey.a libz.a kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib python15.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_netscape___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_netscape___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_netscape___Win32_Profile"
# PROP Intermediate_Dir "GP_netscape___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
!ENDIF
# Begin Target
# Name "GP_netscape - Win32 Release"
# Name "GP_netscape - Win32 Debug"
# Name "GP_netscape - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\BlenderPlayer.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\netscape_plugin_Plugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\npblender.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npblender.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npblender.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npwin.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\NSPlugin\autodownload.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\Testing\NetscapeExample.html
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_netscape" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_netscape - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak" CFG="GP_netscape - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_netscape - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_netscape - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\..\lib\windows\iksolver\include" /I "../../../../../lib/windows/moto/include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib libblenkey.a libz.a /nologo /subsystem:windows /dll /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /I "../../../../../lib/windows/moto/include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib libblenkey.a libz.a kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib python15.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_netscape___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_netscape___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_netscape___Win32_Profile"
# PROP Intermediate_Dir "GP_netscape___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
!ENDIF
# Begin Target
# Name "GP_netscape - Win32 Release"
# Name "GP_netscape - Win32 Debug"
# Name "GP_netscape - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\BlenderPlayer.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\netscape_plugin_Plugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\npblender.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npblender.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npblender.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\windows\npwin.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\NSPlugin\autodownload.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\Testing\NetscapeExample.html
# End Source File
# End Target
# End Project

View File

@@ -1,181 +1,181 @@
# Microsoft Developer Studio Project File - Name="GP_netscape2" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_netscape2 - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak" CFG="GP_netscape2 - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_netscape2 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape2 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape2 - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_netscape2 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\" /libpath:"../../../../../lib/windows/openal/lib"
!ELSEIF "$(CFG)" == "GP_netscape2 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape2 - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_netscape2___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_netscape2___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_netscape2___Win32_Profile"
# PROP Intermediate_Dir "GP_netscape2___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /YX /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
!ENDIF
# Begin Target
# Name "GP_netscape2 - Win32 Release"
# Name "GP_netscape2 - Win32 Debug"
# Name "GP_netscape2 - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\Blender3DPlugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\netscape_plugin_Plugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npblender.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npblender.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\npshell.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npwin.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\plgwnd.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\plgwnd.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\NSPlugin\autodownload.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\Testing\NetscapeExample.html
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_netscape2" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
CFG=GP_netscape2 - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_netscape.mak" CFG="GP_netscape2 - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_netscape2 - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape2 - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE "GP_netscape2 - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_netscape2 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir ".\Release"
# PROP BASE Intermediate_Dir ".\Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Release"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\..\..\lib\windows\iksolver\lib\\" /libpath:"../../../../../lib/windows/openal/lib"
!ELSEIF "$(CFG)" == "GP_netscape2 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir ".\Debug"
# PROP BASE Intermediate_Dir ".\Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "C:\Program Files\Netscape\Communicator\Program\Plugins"
# PROP Intermediate_Dir ".\Debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /FR /YX /FD /c
# ADD BASE MTL /nologo /D "_DEBUG" /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib" /libpath:"../../../../../lib/windows/zlib/lib/" /libpath:"..\..\..\..\..\lib\windows\blenkey\lib" /libpath:"..\..\..\lib\windows\openssl\lib" /libpath:"..\..\..\lib\windows\iksolver\lib\\"
!ELSEIF "$(CFG)" == "GP_netscape2 - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_netscape2___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_netscape2___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_netscape2___Win32_Profile"
# PROP Intermediate_Dir "GP_netscape2___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR /YX /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_messaging" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\gameengine\ketsji\kxnetwork" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\rasterizer\ras_openglrasterizer" /I "..\..\..\..\source\gameengine\scenegraph" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\soundsystem" /I "..\..\..\..\source\gameengine\soundsystem\snd_openal" /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows_sdk" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\fuzzics\include" /I "..\..\..\..\..\lib\windows\openal\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "../../../../source/blender/blenkernel" /I "../../../../source/blender/makesdna" /I "../../../../source/blender/blenlib" /I "../../../../source/blender/blenloader" /I "../../../../source/blender/render/extern/include" /I "../../../../source/blender/imbuf" /I "..\..\..\..\source\gameengine\converter" /I "..\..\..\..\source\gameengine\gameplayer\common\windows" /I "..\..\..\..\source\gameengine\gameplayer\Netscape2\windows" /I "..\..\..\..\..\lib\windows\iksolver\include" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /YX /FD /c
# SUBTRACT CPP /Fr
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\NPBlender.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
# ADD LINK32 libblenkey.a libeay32.lib libz.a ws2_32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib libjpeg.lib opengl32.lib glu32.lib openal_static.lib dxguid.lib /nologo /subsystem:windows /dll /debug /machine:I386 /out:"C:\Program Files\Netscape\Communicator\Program\Plugins\npBlender3DPlugin.dll" /libpath:"../../../../../lib/windows/python/lib" /libpath:"../../../../../lib/windows/jpeg/lib" /libpath:"../../../../../lib/windows/openal/lib"
!ENDIF
# Begin Target
# Name "GP_netscape2 - Win32 Release"
# Name "GP_netscape2 - Win32 Debug"
# Name "GP_netscape2 - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\Blender3DPlugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\makesdna\intern\dna.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\netscape_plugin_Plugin.c
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npblender.def
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npblender.rc
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\npshell.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\npwin.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape2\windows\plgwnd.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\blender\blenkernel\bad_level_call_stubs\stubs.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\plgwnd.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\NSPlugin\autodownload.html
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Netscape\Testing\NetscapeExample.html
# End Source File
# End Target
# End Project

View File

@@ -1,182 +1,182 @@
# Microsoft Developer Studio Project File - Name="GP_ps2" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_ps2 - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_ps2.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_ps2.mak" CFG="GP_ps2 - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_ps2 - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ps2 - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ps2 - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_ps2 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ps2"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "GP_ps2 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ps2\debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ELSEIF "$(CFG)" == "GP_ps2 - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_ps2___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_ps2___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_ps2___Win32_Profile"
# PROP Intermediate_Dir "GP_ps2___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "GP_ps2 - Win32 Release"
# Name "GP_ps2 - Win32 Debug"
# Name "GP_ps2 - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\DebugActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\GPC_Init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2DualShockDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2GamePlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\DebugActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\ExampleEngine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\GPC_Init.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2DualShockDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2InputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2Rasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2RenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2System.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\SamplePolygonMaterial.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_ps2" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_ps2 - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_ps2.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_ps2.mak" CFG="GP_ps2 - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_ps2 - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ps2 - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_ps2 - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_ps2 - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ps2"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
!ELSEIF "$(CFG)" == "GP_ps2 - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\ps2\debug"
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ELSEIF "$(CFG)" == "GP_ps2 - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_ps2___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_ps2___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_ps2___Win32_Profile"
# PROP Intermediate_Dir "GP_ps2___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\rasterizer" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
!ENDIF
# Begin Target
# Name "GP_ps2 - Win32 Release"
# Name "GP_ps2 - Win32 Debug"
# Name "GP_ps2 - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\DebugActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\GPC_Init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2DualShockDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2GamePlayer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\DebugActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\ExampleEngine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\GPC_Init.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2Canvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2DualShockDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2InputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2Rasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2RenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\PS2System.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\PS2\SamplePolygonMaterial.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

View File

@@ -1,164 +1,164 @@
# Microsoft Developer Studio Project File - Name="gp" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=gp - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gp.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gp.mak" CFG="gp - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gp - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "gp - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "gp - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "h:\qtwin\include" /I "..\..\..\..\source\gameengine\Expressions" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\Ketsji" /I "..\..\..\..\source\gameengine\Ketsji\KXNetwork" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\source\gameengine\Network\LoopBackNetwork" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer" /I "..\..\..\..\source\gameengine\SceneGraph" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib imm32.lib winmm.lib wsock32.lib h:\qtwin\lib\qt.lib h:\qtwin\lib\qnp.lib python20.lib /nologo /subsystem:windows /machine:I386 /out:"..\..\..\..\..\obj\windows\gp.exe" /libpath:"..\..\..\..\..\lib\windows\python\lib\\"
!ELSEIF "$(CFG)" == "gp - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /GX /Od /I "h:\qtwin\include" /I "..\..\..\..\source\gameengine\Expressions" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\Ketsji" /I "..\..\..\..\source\gameengine\Ketsji\KXNetwork" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\source\gameengine\Network\LoopBackNetwork" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer" /I "..\..\..\..\source\gameengine\SceneGraph" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32"
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib imm32.lib winmm.lib wsock32.lib h:\qtwin\lib\qt.lib python15_d.lib /nologo /subsystem:windows /debug /machine:I386 /out:"..\..\..\..\..\obj\windows\debug\gp.exe" /libpath:"..\..\..\..\..\lib\windows\python\lib\\"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "gp - Win32 Release"
# Name "gp - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP_Init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtExampleEngine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtOpenGLWidget.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\DebugActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP_Init.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtExampleEngine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtOpenGLWidget.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtSystem.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\SamplePolygonMaterial.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="gp" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
CFG=gp - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gp.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gp.mak" CFG="gp - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gp - Win32 Release" (based on "Win32 (x86) Application")
!MESSAGE "gp - Win32 Debug" (based on "Win32 (x86) Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
MTL=midl.exe
RSC=rc.exe
!IF "$(CFG)" == "gp - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "h:\qtwin\include" /I "..\..\..\..\source\gameengine\Expressions" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\Ketsji" /I "..\..\..\..\source\gameengine\Ketsji\KXNetwork" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\source\gameengine\Network\LoopBackNetwork" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer" /I "..\..\..\..\source\gameengine\SceneGraph" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x413 /d "NDEBUG"
# ADD RSC /l 0x413 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib imm32.lib winmm.lib wsock32.lib h:\qtwin\lib\qt.lib h:\qtwin\lib\qnp.lib python20.lib /nologo /subsystem:windows /machine:I386 /out:"..\..\..\..\..\obj\windows\gp.exe" /libpath:"..\..\..\..\..\lib\windows\python\lib\\"
!ELSEIF "$(CFG)" == "gp - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\gameplayer\qt\gp\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /GX /Od /I "h:\qtwin\include" /I "..\..\..\..\source\gameengine\Expressions" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\Ketsji" /I "..\..\..\..\source\gameengine\Ketsji\KXNetwork" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\source\gameengine\Network\LoopBackNetwork" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer" /I "..\..\..\..\source\gameengine\SceneGraph" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32"
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
# ADD BASE RSC /l 0x413 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 opengl32.lib glu32.lib kernel32.lib user32.lib gdi32.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib imm32.lib winmm.lib wsock32.lib h:\qtwin\lib\qt.lib python15_d.lib /nologo /subsystem:windows /debug /machine:I386 /out:"..\..\..\..\..\obj\windows\debug\gp.exe" /libpath:"..\..\..\..\..\lib\windows\python\lib\\"
# SUBTRACT LINK32 /pdb:none
!ENDIF
# Begin Target
# Name "gp - Win32 Release"
# Name "gp - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP_Init.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtExampleEngine.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtOpenGLWidget.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\DebugActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\GP_Init.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtExampleEngine.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtOpenGLWidget.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\QtSystem.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\Qt\SamplePolygonMaterial.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# End Target
# End Project

File diff suppressed because it is too large Load Diff

View File

@@ -1,323 +1,323 @@
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BLO_loader"=..\..\..\blender\loader\BLO_loader.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "EXP_expressions"=..\..\expression\EXP_expressions.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SCA_GameLogic"=..\..\gamelogic\SCA_GameLogic.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "KX_ketsji"=..\..\ketsji\KX_ketsji.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "KX_network"=..\..\ketsji\network\KX_network.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SG_SceneGraph"=..\..\scenegraph\SG_SceneGraph.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "NG_loopbacknetwork"=..\..\network\loopbacknetwork\NG_loopbacknetwork.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "NG_network"=..\..\network\network\NG_network.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "RAS_openglrasterizer"=..\..\rasterizer\openglrasterizer\RAS_openglrasterizer.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "RAS_rasterizer"=..\..\rasterizer\RAS_rasterizer.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_fuzzics"=..\..\..\sumo\fuzzics\SM_fuzzics.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_moto"=..\..\..\sumo\moto\SM_moto.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_solid"=..\..\..\sumo\solid\SM_solid.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SND_openal"=..\..\sound\openal\SND_openal.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SND_sound"=..\..\sound\SND_sound.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SYS_system"=..\..\..\kernel\system\SYS_system.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "gp"=.\gp.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name EXP_expressions
End Project Dependency
Begin Project Dependency
Project_Dep_Name SCA_GameLogic
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_ketsji
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name SG_SceneGraph
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_loopbacknetwork
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_openglrasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_rasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_fuzzics
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_moto
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_solid
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_openal
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_sound
End Project Dependency
Begin Project Dependency
Project_Dep_Name SYS_system
End Project Dependency
}}}
###############################################################################
Project: "gpplugin"=.\gpplugin.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name EXP_expressions
End Project Dependency
Begin Project Dependency
Project_Dep_Name SCA_GameLogic
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_ketsji
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name SG_SceneGraph
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_loopbacknetwork
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_openglrasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_rasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_fuzzics
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_moto
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_solid
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_openal
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_sound
End Project Dependency
Begin Project Dependency
Project_Dep_Name SYS_system
End Project Dependency
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################
Microsoft Developer Studio Workspace File, Format Version 6.00
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
###############################################################################
Project: "BLO_loader"=..\..\..\blender\loader\BLO_loader.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "EXP_expressions"=..\..\expression\EXP_expressions.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SCA_GameLogic"=..\..\gamelogic\SCA_GameLogic.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "KX_ketsji"=..\..\ketsji\KX_ketsji.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "KX_network"=..\..\ketsji\network\KX_network.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SG_SceneGraph"=..\..\scenegraph\SG_SceneGraph.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "NG_loopbacknetwork"=..\..\network\loopbacknetwork\NG_loopbacknetwork.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "NG_network"=..\..\network\network\NG_network.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "RAS_openglrasterizer"=..\..\rasterizer\openglrasterizer\RAS_openglrasterizer.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "RAS_rasterizer"=..\..\rasterizer\RAS_rasterizer.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_fuzzics"=..\..\..\sumo\fuzzics\SM_fuzzics.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_moto"=..\..\..\sumo\moto\SM_moto.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SM_solid"=..\..\..\sumo\solid\SM_solid.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SND_openal"=..\..\sound\openal\SND_openal.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SND_sound"=..\..\sound\SND_sound.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "SYS_system"=..\..\..\kernel\system\SYS_system.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
}}}
###############################################################################
Project: "gp"=.\gp.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name EXP_expressions
End Project Dependency
Begin Project Dependency
Project_Dep_Name SCA_GameLogic
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_ketsji
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name SG_SceneGraph
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_loopbacknetwork
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_openglrasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_rasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_fuzzics
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_moto
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_solid
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_openal
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_sound
End Project Dependency
Begin Project Dependency
Project_Dep_Name SYS_system
End Project Dependency
}}}
###############################################################################
Project: "gpplugin"=.\gpplugin.dsp - Package Owner=<4>
Package=<5>
{{{
}}}
Package=<4>
{{{
Begin Project Dependency
Project_Dep_Name EXP_expressions
End Project Dependency
Begin Project Dependency
Project_Dep_Name SCA_GameLogic
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_ketsji
End Project Dependency
Begin Project Dependency
Project_Dep_Name KX_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name SG_SceneGraph
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_loopbacknetwork
End Project Dependency
Begin Project Dependency
Project_Dep_Name NG_network
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_openglrasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name RAS_rasterizer
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_fuzzics
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_moto
End Project Dependency
Begin Project Dependency
Project_Dep_Name SM_solid
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_openal
End Project Dependency
Begin Project Dependency
Project_Dep_Name SND_sound
End Project Dependency
Begin Project Dependency
Project_Dep_Name SYS_system
End Project Dependency
}}}
###############################################################################
Global:
Package=<5>
{{{
}}}
Package=<3>
{{{
}}}
###############################################################################

View File

@@ -1,205 +1,205 @@
# Microsoft Developer Studio Project File - Name="GP_sdl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_sdl - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_sdl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_sdl.mak" CFG="GP_sdl - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_sdl - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_sdl - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_sdl - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_sdl - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\sdl"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 sdl.lib sdlmain.lib kernel32.lib winspool.lib comdlg32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib"
!ELSEIF "$(CFG)" == "GP_sdl - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\sdl\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_sdl - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_sdl___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_sdl___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_sdl___Win32_Profile"
# PROP Intermediate_Dir "GP_sdl___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# ADD LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ENDIF
# Begin Target
# Name "GP_sdl - Win32 Release"
# Name "GP_sdl - Win32 Debug"
# Name "GP_sdl - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="GP_sdl" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Console Application" 0x0103
CFG=GP_sdl - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "GP_sdl.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "GP_sdl.mak" CFG="GP_sdl - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "GP_sdl - Win32 Release" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_sdl - Win32 Debug" (based on "Win32 (x86) Console Application")
!MESSAGE "GP_sdl - Win32 Profile" (based on "Win32 (x86) Console Application")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "GP_sdl - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\sdl"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /machine:I386
# ADD LINK32 sdl.lib sdlmain.lib kernel32.lib winspool.lib comdlg32.lib shell32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /machine:I386 /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib"
!ELSEIF "$(CFG)" == "GP_sdl - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\gameplayer\sdl\debug"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /FR /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept
# ADD LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ELSEIF "$(CFG)" == "GP_sdl - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "GP_sdl___Win32_Profile"
# PROP BASE Intermediate_Dir "GP_sdl___Win32_Profile"
# PROP BASE Ignore_Export_Lib 0
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "GP_sdl___Win32_Profile"
# PROP Intermediate_Dir "GP_sdl___Win32_Profile"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\gameengine\network\loopbacknetwork" /I "..\..\..\..\source\gameengine\gameplayer\common" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\gamelogic" /I "..\..\..\..\source\gameengine\Rasterizer" /I "..\..\..\..\source\sumo\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\sumo\Fuzzics\include" /I "..\..\..\..\..\lib\windows\sdl\SDL-1.1.7\include" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_CONSOLE" /D "_MBCS" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
# ADD LINK32 glu32.lib sdlmaindebug.lib sdldebug.lib opengl32.lib user32.lib gdi32.lib advapi32.lib dxguid.lib ole32.lib /nologo /subsystem:console /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\..\..\lib\windows\sdl\sdl-1.1.7\lib" /libpath:"..\..\..\..\..\lib\windows\python\lib" /libpath:"..\..\..\..\..\lib\windows\openal\lib\lib_release"
!ENDIF
# Begin Target
# Name "GP_sdl - Win32 Release"
# Name "GP_sdl - Win32 Debug"
# Name "GP_sdl - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\main.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLKeyboardDevice.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLSystem.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLCanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLInputDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLKeyboardDevice.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\GamePlayer\SDL\SDLSystem.h
# End Source File
# End Group
# Begin Group "Resource Files"
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
# End Group
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alc\ALc.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alu\ALu.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\alut\ALut.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alBuffer.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alEax.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alError.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alExtension.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alListener.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alSource.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\alState.obj
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\lib\windows\openal\lib\OpenAL32\OpenAL32.obj
# End Source File
# End Target
# End Project

File diff suppressed because it is too large Load Diff

View File

@@ -1,186 +1,186 @@
# Microsoft Developer Studio Project File - Name="KX_network" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_network - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_network.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_network.mak" CFG="KX_network - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_network - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_network - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "KX_network___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "KX_network___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\ketsji\network\debug\KX_network.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "KX_network___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "KX_network___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\ketsji\network\KX_network.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_network - Win32 Release"
# Name "KX_network - Win32 Debug"
# Name "KX_network - Win32 MT DLL Debug"
# Name "KX_network - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectSensor.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectSensor.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="KX_network" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=KX_network - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "KX_network.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "KX_network.mak" CFG="KX_network - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "KX_network - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "KX_network - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "KX_network - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\python\include\python2.4" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "KX_network___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "KX_network___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\..\lib\windows\python\include\python1.5" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "WIN32" /D "_MBCS" /D "_LIB" /U "_DEBUG" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\ketsji\network\debug\KX_network.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "KX_network - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "KX_network___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "KX_network___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\ketsji\network\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /I "..\..\..\..\..\lib\windows\python\include\python2.0" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\python\include\python2.0" /I "..\..\..\..\..\lib\windows\python\include\python2.2" /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\gameengine\ketsji" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\GameLogic" /I "..\..\..\..\source\gameengine\expressions" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\ketsji\network\KX_network.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "KX_network - Win32 Release"
# Name "KX_network - Win32 Debug"
# Name "KX_network - Win32 MT DLL Debug"
# Name "KX_network - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkEventManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageSensor.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectActuator.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectSensor.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkEventManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkMessageSensor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectActuator.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Ketsji\KXNetwork\KX_NetworkObjectSensor.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,155 +1,155 @@
# Microsoft Developer Studio Project File - Name="NG_loopbacknetwork" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_loopbacknetwork - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_loopbacknetwork.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_loopbacknetwork.mak" CFG="NG_loopbacknetwork - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_loopbacknetwork - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_loopbacknetwork - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_loopbacknetwork___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_loopbacknetwork___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug\NG_loopbacknetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_loopbacknetwork___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_loopbacknetwork___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\NG_loopbacknetwork.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "NG_loopbacknetwork - Win32 Release"
# Name "NG_loopbacknetwork - Win32 Debug"
# Name "NG_loopbacknetwork - Win32 MT DLL Debug"
# Name "NG_loopbacknetwork - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\LoopBackNetwork\NG_LoopBackNetworkDeviceInterface.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\LoopBackNetwork\NG_LoopBackNetworkDeviceInterface.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="NG_loopbacknetwork" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_loopbacknetwork - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_loopbacknetwork.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_loopbacknetwork.mak" CFG="NG_loopbacknetwork - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_loopbacknetwork - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_loopbacknetwork - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_loopbacknetwork - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_loopbacknetwork___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_loopbacknetwork___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\debug\NG_loopbacknetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_loopbacknetwork - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_loopbacknetwork___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_loopbacknetwork___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\source\gameengine\Network" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\loopbacknetwork\NG_loopbacknetwork.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "NG_loopbacknetwork - Win32 Release"
# Name "NG_loopbacknetwork - Win32 Debug"
# Name "NG_loopbacknetwork - Win32 MT DLL Debug"
# Name "NG_loopbacknetwork - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\LoopBackNetwork\NG_LoopBackNetworkDeviceInterface.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\LoopBackNetwork\NG_LoopBackNetworkDeviceInterface.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,174 +1,174 @@
# Microsoft Developer Studio Project File - Name="NG_network" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_network - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_network.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_network.mak" CFG="NG_network - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_network - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_network - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_network___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_network___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\network\debug\NG_network.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_network___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_network___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\network\NG_network.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "NG_network - Win32 Release"
# Name "NG_network - Win32 Debug"
# Name "NG_network - Win32 MT DLL Debug"
# Name "NG_network - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkMessage.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkScene.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkDeviceInterface.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkMessage.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkScene.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="NG_network" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_network - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_network.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_network.mak" CFG="NG_network - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_network - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_network - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_network - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\..\lib\windows\moto\include" /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_network___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_network___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\network\debug\NG_network.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_network - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_network___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_network___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\network\network\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\network\NG_network.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "NG_network - Win32 Release"
# Name "NG_network - Win32 Debug"
# Name "NG_network - Win32 MT DLL Debug"
# Name "NG_network - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkMessage.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkScene.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkDeviceInterface.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkMessage.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\NG_NetworkScene.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,180 +1,180 @@
# Microsoft Developer Studio Project File - Name="NG_terraplaynetwork" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_terraplaynetwork - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_terraplaynetwork.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_terraplaynetwork.mak" CFG="NG_terraplaynetwork - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_terraplaynetwork - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_terraplaynetwork - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\NG_terraplaynetwork.lib"
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP Intermediate_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\profile\NG_terraplaynetwork.lib"
!ENDIF
# Begin Target
# Name "NG_terraplaynetwork - Win32 Release"
# Name "NG_terraplaynetwork - Win32 Debug"
# Name "NG_terraplaynetwork - Win32 MT DLL Debug"
# Name "NG_terraplaynetwork - Win32 MT DLL Release"
# Name "NG_terraplaynetwork - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\TerraplayNetwork\NG_TerraplayNetworkDeviceInterface.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\TerraplayNetwork\NG_TerraplayNetworkDeviceInterface.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="NG_terraplaynetwork" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=NG_terraplaynetwork - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "NG_terraplaynetwork.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "NG_terraplaynetwork.mak" CFG="NG_terraplaynetwork - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "NG_terraplaynetwork - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "NG_terraplaynetwork - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "NG_terraplaynetwork - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\NG_terraplaynetwork.lib"
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "NG_terraplaynetwork - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP BASE Intermediate_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP Intermediate_Dir "NG_terraplaynetwork___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\..\source\gameengine\network" /I "..\..\..\..\source\kernel\gen_system" /I "..\..\..\..\..\lib\windows\terraplay\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\debug\NG_terraplaynetwork.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\network\terraplaynetwork\profile\NG_terraplaynetwork.lib"
!ENDIF
# Begin Target
# Name "NG_terraplaynetwork - Win32 Release"
# Name "NG_terraplaynetwork - Win32 Debug"
# Name "NG_terraplaynetwork - Win32 MT DLL Debug"
# Name "NG_terraplaynetwork - Win32 MT DLL Release"
# Name "NG_terraplaynetwork - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\TerraplayNetwork\NG_TerraplayNetworkDeviceInterface.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Network\TerraplayNetwork\NG_TerraplayNetworkDeviceInterface.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,154 +1,154 @@
# Microsoft Developer Studio Project File - Name="PHY_Dummy" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Dummy - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Dummy.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Dummy.mak" CFG="PHY_Dummy - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Dummy - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Dummy - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Dummy___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Dummy___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Dummy___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Dummy___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Dummy - Win32 Release"
# Name "PHY_Dummy - Win32 Debug"
# Name "PHY_Dummy - Win32 MT DLL Debug"
# Name "PHY_Dummy - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Dummy\DummyPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Dummy\DummyPhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="PHY_Dummy" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Dummy - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Dummy.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Dummy.mak" CFG="PHY_Dummy - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Dummy - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Dummy - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Dummy - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Dummy___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Dummy___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Dummy - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Dummy___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Dummy___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\dummy\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Dummy - Win32 Release"
# Name "PHY_Dummy - Win32 Debug"
# Name "PHY_Dummy - Win32 MT DLL Debug"
# Name "PHY_Dummy - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Dummy\DummyPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Dummy\DummyPhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,162 +1,162 @@
# Microsoft Developer Studio Project File - Name="PHY_Ode" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Ode - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Ode.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Ode.mak" CFG="PHY_Ode - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Ode - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Ode - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /ZI /Od /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Ode___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Ode___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "../../../../../source/ode/include" /I "..\..\..\..\..\..\lib\windows\ode\include" /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "dSINGLE" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Ode___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Ode___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../../lib/windows/ode/include" /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "dSINGLE" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Ode - Win32 Release"
# Name "PHY_Ode - Win32 Debug"
# Name "PHY_Ode - Win32 MT DLL Release"
# Name "PHY_Ode - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="PHY_Ode" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Ode - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Ode.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Ode.mak" CFG="PHY_Ode - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Ode - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Ode - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Ode - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /ZI /Od /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Ode___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Ode___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "../../../../../source/ode/include" /I "..\..\..\..\..\..\lib\windows\ode\include" /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /D "dSINGLE" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Ode - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Ode___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Ode___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\..\obj\windows\gameengine\physics\ode\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /I "../../../../../../lib/windows/ode/include" /I "../../../../../source/gameengine/physics/common" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /D "dSINGLE" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\..\..\..\lib\windows\ode\include" /I "..\..\..\..\..\source\gameengine\physics\common" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Ode - Win32 Release"
# Name "PHY_Ode - Win32 Debug"
# Name "PHY_Ode - Win32 MT DLL Release"
# Name "PHY_Ode - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\BlOde\OdePhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,178 +1,178 @@
# Microsoft Developer Studio Project File - Name="PHY_Physics" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Physics - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Physics.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Physics.mak" CFG="PHY_Physics - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Physics - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Physics - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "common" /I "dummy" /I "../../../../extern/solid/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "common" /I "dummy" /I "../../../../extern/solid/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Physics___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Physics___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "common" /I "dummy" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "common" /I "dummy" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Physics___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Physics___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "common" /I "dummy" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "common" /I "dummy" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Physics - Win32 Release"
# Name "PHY_Physics - Win32 Debug"
# Name "PHY_Physics - Win32 MT DLL Debug"
# Name "PHY_Physics - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IMotionState.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_DynamicTypes.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IMotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsEnvironment.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_Pro.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="PHY_Physics" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Physics - Win32 MT DLL Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Physics.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Physics.mak" CFG="PHY_Physics - Win32 MT DLL Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Physics - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Physics - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Physics - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GR /GX /O2 /I "common" /I "dummy" /I "../../../../extern/solid/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "common" /I "dummy" /I "../../../../extern/solid/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "PHY_Physics___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "PHY_Physics___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "common" /I "dummy" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "common" /I "dummy" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "PHY_Physics - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "PHY_Physics___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "PHY_Physics___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\physics\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "common" /I "dummy" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "common" /I "dummy" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "PHY_Physics - Win32 Release"
# Name "PHY_Physics - Win32 Debug"
# Name "PHY_Physics - Win32 MT DLL Debug"
# Name "PHY_Physics - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IMotionState.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_DynamicTypes.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IMotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_IPhysicsEnvironment.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Physics\common\PHY_Pro.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,162 +1,162 @@
# Microsoft Developer Studio Project File - Name="PHY_Sumo" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Sumo - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Sumo.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Sumo.mak" CFG="PHY_Sumo - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Sumo - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Sumo - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Sumo - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "../../../../../extern/solid" /I "../../../../../source/gameengine/physics" /I "../../../../../source/gameengine/physics/common" /I "../../../../../source/gameengine/physics/sumo" /I "../../../../../source/gameengine/physics/sumo/include" /I "../../../../../source/gameengine/physics/sumo/fuzzics/include" /I "../../../../../../lib/windows/Moto/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\gameengine\physics\sumo\PHY_Sumo.lib"
!ELSEIF "$(CFG)" == "PHY_Sumo - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "../../../../../extern/solid" /I "../../../../../source/gameengine/physics" /I "../../../../../source/gameengine/physics/common" /I "../../../../../source/gameengine/physics/sumo" /I "../../../../../source/gameengine/physics/sumo/include" /I "../../../../../source/gameengine/physics/sumo/fuzzics/include" /I "../../../../../../lib/windows/Moto/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\gameengine\physics\sumo\debug\PHY_Sumo.lib"
!ENDIF
# Begin Target
# Name "PHY_Sumo - Win32 Release"
# Name "PHY_Sumo - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_FhObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_MotionState.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Scene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPHYCallbackBridge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Callback.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_ClientObjectInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_FhObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_MotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Props.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Scene.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPHYCallbackBridge.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="PHY_Sumo" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=PHY_Sumo - Win32 Debug
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "PHY_Sumo.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "PHY_Sumo.mak" CFG="PHY_Sumo - Win32 Debug"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "PHY_Sumo - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "PHY_Sumo - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "PHY_Sumo - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "Release"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "../../../../../extern/solid" /I "../../../../../source/gameengine/physics" /I "../../../../../source/gameengine/physics/common" /I "../../../../../source/gameengine/physics/sumo" /I "../../../../../source/gameengine/physics/sumo/include" /I "../../../../../source/gameengine/physics/sumo/fuzzics/include" /I "../../../../../../lib/windows/Moto/include" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\gameengine\physics\sumo\PHY_Sumo.lib"
!ELSEIF "$(CFG)" == "PHY_Sumo - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "Debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GR /GX /ZI /Od /I "../../../../../extern/solid" /I "../../../../../source/gameengine/physics" /I "../../../../../source/gameengine/physics/common" /I "../../../../../source/gameengine/physics/sumo" /I "../../../../../source/gameengine/physics/sumo/include" /I "../../../../../source/gameengine/physics/sumo/fuzzics/include" /I "../../../../../../lib/windows/Moto/include" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\gameengine\physics\sumo\debug\PHY_Sumo.lib"
!ENDIF
# Begin Target
# Name "PHY_Sumo - Win32 Release"
# Name "PHY_Sumo - Win32 Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_FhObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_MotionState.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Scene.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPHYCallbackBridge.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsController.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsEnvironment.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Callback.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_ClientObjectInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_FhObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_MotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Props.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Scene.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPHYCallbackBridge.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsController.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\..\source\gameengine\Physics\Sumo\SumoPhysicsEnvironment.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,243 +1,243 @@
# Microsoft Developer Studio Project File - Name="RAS_rasterizer" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=RAS_rasterizer - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "RAS_rasterizer.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "RAS_rasterizer.mak" CFG="RAS_rasterizer - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "RAS_rasterizer - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "RAS_rasterizer - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "RAS_rasterizer___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "RAS_rasterizer___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "../../../../lib/windows/moto/include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\rasterizer\debug\RAS_rasterizer.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "RAS_rasterizer___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "RAS_rasterizer___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "../../../../lib/windows/moto/include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\rasterizer\RAS_rasterizer.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "RAS_rasterizer - Win32 Release"
# Name "RAS_rasterizer - Win32 Debug"
# Name "RAS_rasterizer - Win32 MT DLL Debug"
# Name "RAS_rasterizer - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_BucketManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_FramingManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IPolygonMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MaterialBucket.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MeshObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Polygon.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_texmatrix.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexVert.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_BucketManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_CameraData.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Deformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_FramingManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_ICanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IPolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_LightObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MaterialBucket.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MeshObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_ObjectColor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Polygon.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexMatrix.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexVert.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="RAS_rasterizer" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=RAS_rasterizer - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "RAS_rasterizer.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "RAS_rasterizer.mak" CFG="RAS_rasterizer - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "RAS_rasterizer - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_rasterizer - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "RAS_rasterizer - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\lib\windows\moto\include\\" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "RAS_rasterizer___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "RAS_rasterizer___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "../../../../lib/windows/moto/include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\rasterizer\debug\RAS_rasterizer.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_rasterizer - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "RAS_rasterizer___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "RAS_rasterizer___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\rasterizer\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "../../../../lib/windows/moto/include" /I "..\..\..\..\lib\windows\string\include" /I "..\..\..\source\kernel\gen_system" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\rasterizer\RAS_rasterizer.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "RAS_rasterizer - Win32 Release"
# Name "RAS_rasterizer - Win32 Debug"
# Name "RAS_rasterizer - Win32 MT DLL Debug"
# Name "RAS_rasterizer - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_BucketManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_FramingManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IPolygonMaterial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRenderTools.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MaterialBucket.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MeshObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Polygon.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_texmatrix.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexVert.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_BucketManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_CameraData.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Deformer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_FramingManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_ICanvas.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IPolygonMaterial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_IRenderTools.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_LightObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MaterialBucket.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_MeshObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_ObjectColor.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_Polygon.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexMatrix.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Rasterizer\RAS_TexVert.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,183 +1,183 @@
# Microsoft Developer Studio Project File - Name="RAS_openglrasterizer" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=RAS_openglrasterizer - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "RAS_openglrasterizer.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "RAS_openglrasterizer.mak" CFG="RAS_openglrasterizer - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "RAS_openglrasterizer - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "RAS_openglrasterizer - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "RAS_openglrasterizer___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "RAS_openglrasterizer___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug\RAS_openglrasterizer.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "RAS_openglrasterizer___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "RAS_openglrasterizer___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I ".../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\RAS_openglrasterizer.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "RAS_openglrasterizer - Win32 Release"
# Name "RAS_openglrasterizer - Win32 Debug"
# Name "RAS_openglrasterizer - Win32 MT DLL Debug"
# Name "RAS_openglrasterizer - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_GLExtensionManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_ListRasterizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_VAOpenGLRasterizer.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_GLExtensionManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_ListRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_VAOpenGLRasterizer.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="RAS_openglrasterizer" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=RAS_openglrasterizer - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "RAS_openglrasterizer.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "RAS_openglrasterizer.mak" CFG="RAS_openglrasterizer - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "RAS_openglrasterizer - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "RAS_openglrasterizer - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "RAS_openglrasterizer - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "RAS_openglrasterizer___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "RAS_openglrasterizer___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\debug\RAS_openglrasterizer.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "RAS_openglrasterizer - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "RAS_openglrasterizer___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "RAS_openglrasterizer___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
MTL=midl.exe
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\..\source\kernel\gen_system" /I ".../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\..\lib\windows\string\include" /I "..\..\..\..\source\kernel\gen_system" /I "../../../../../lib/windows/moto/include" /I "..\..\..\..\source\gameengine\Rasterizer" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\..\obj\windows\gameengine\rasterizer\openglrasterizer\RAS_openglrasterizer.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "RAS_openglrasterizer - Win32 Release"
# Name "RAS_openglrasterizer - Win32 Debug"
# Name "RAS_openglrasterizer - Win32 MT DLL Debug"
# Name "RAS_openglrasterizer - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_GLExtensionManager.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_ListRasterizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_VAOpenGLRasterizer.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_GLExtensionManager.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_ListRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_OpenGLRasterizer.h
# End Source File
# Begin Source File
SOURCE=..\..\..\..\source\gameengine\Rasterizer\RAS_OpenGLRasterizer\RAS_VAOpenGLRasterizer.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,199 +1,199 @@
# Microsoft Developer Studio Project File - Name="SG_SceneGraph" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SG_SceneGraph - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SG_SceneGraph.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SG_SceneGraph.mak" CFG="SG_SceneGraph - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SG_SceneGraph - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SG_SceneGraph - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SG_SceneGraph___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SG_SceneGraph___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\scenegraph\debug\SG_SceneGraph.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SG_SceneGraph___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SG_SceneGraph___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\scenegraph\SG_SceneGraph.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SG_SceneGraph - Win32 Release"
# Name "SG_SceneGraph - Win32 Debug"
# Name "SG_SceneGraph - Win32 MT DLL Debug"
# Name "SG_SceneGraph - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_BBox.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Controller.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_IObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Node.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Spatial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Tree.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_BBox.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Controller.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_IObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Node.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_ParentRelation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Spatial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Tree.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SG_SceneGraph" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SG_SceneGraph - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SG_SceneGraph.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SG_SceneGraph.mak" CFG="SG_SceneGraph - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SG_SceneGraph - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SG_SceneGraph - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SG_SceneGraph - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SG_SceneGraph___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SG_SceneGraph___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\scenegraph\debug\SG_SceneGraph.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SG_SceneGraph - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SG_SceneGraph___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SG_SceneGraph___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\scenegraph\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\scenegraph\SG_SceneGraph.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SG_SceneGraph - Win32 Release"
# Name "SG_SceneGraph - Win32 Debug"
# Name "SG_SceneGraph - Win32 MT DLL Debug"
# Name "SG_SceneGraph - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_BBox.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Controller.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_IObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Node.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Spatial.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Tree.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_BBox.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Controller.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_IObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Node.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_ParentRelation.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Spatial.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\SceneGraph\SG_Tree.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,155 +1,155 @@
# Microsoft Developer Studio Project File - Name="gen_messaging" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=gen_messaging - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gen_messaging.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gen_messaging.mak" CFG="gen_messaging - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gen_messaging - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gen_messaging - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "gen_messaging___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "gen_messaging___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "gen_messaging___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "gen_messaging___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "gen_messaging - Win32 Release"
# Name "gen_messaging - Win32 Debug"
# Name "gen_messaging - Win32 MT DLL Release"
# Name "gen_messaging - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_messaging\intern\messaging.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_messaging\GEN_messaging.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="gen_messaging" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=gen_messaging - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "gen_messaging.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "gen_messaging.mak" CFG="gen_messaging - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "gen_messaging - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "gen_messaging - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "gen_messaging - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "gen_messaging___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "gen_messaging___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MD /W3 /GX /O2 /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "gen_messaging - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "gen_messaging___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "gen_messaging___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\kernel\gen_messaging\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\..\..\source\kernel\gen_messaging" /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "gen_messaging - Win32 Release"
# Name "gen_messaging - Win32 Debug"
# Name "gen_messaging - Win32 MT DLL Release"
# Name "gen_messaging - Win32 MT DLL Debug"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_messaging\intern\messaging.c
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_messaging\GEN_messaging.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,183 +1,183 @@
# Microsoft Developer Studio Project File - Name="SYS_system" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SYS_system - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SYS_system.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SYS_system.mak" CFG="SYS_system - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SYS_system - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SYS_system - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SYS_system___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SYS_system___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\kernel\gen_system\debug\SYS_system.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SYS_system___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SYS_system___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\kernel\gen_system\SYS_system.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SYS_system - Win32 Release"
# Name "SYS_system - Win32 Debug"
# Name "SYS_system - Win32 MT DLL Debug"
# Name "SYS_system - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_HashedPtr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_SingletonSystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_DataCache.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_HashedPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_SmartPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_SingletonSystem.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_System.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SYS_system" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SYS_system - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SYS_system.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SYS_system.mak" CFG="SYS_system - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SYS_system - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SYS_system - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SYS_system - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SYS_system___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SYS_system___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /MDd /Gm /GX /ZI /Od /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\kernel\gen_system\debug\SYS_system.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SYS_system - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SYS_system___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SYS_system___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\gameengine\kernel\gen_system\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\..\lib\windows\string\include" /I "../../../../../lib/windows/moto/include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\gameengine\kernel\gen_system\SYS_system.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SYS_system - Win32 Release"
# Name "SYS_system - Win32 Debug"
# Name "SYS_system - Win32 MT DLL Debug"
# Name "SYS_system - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_HashedPtr.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_SingletonSystem.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_System.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_DataCache.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_HashedPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\GEN_SmartPtr.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_SingletonSystem.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\kernel\gen_system\SYS_System.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,216 +1,216 @@
# Microsoft Developer Studio Project File - Name="SM_fuzzics" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_fuzzics - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_fuzzics.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_fuzzics.mak" CFG="SM_fuzzics - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_fuzzics - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_fuzzics - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\fuzzics"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\fuzzics"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "../../../extern/solid" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\fuzzics\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\fuzzics\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "../../../extern/solid" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_fuzzics___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\fuzzics\debug\SM_fuzzics.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_fuzzics___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\fuzzics\SM_fuzzics.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_fuzzics___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_fuzzics___Win32_Profile"
# PROP Intermediate_Dir "SM_fuzzics___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\fuzzics\debug\SM_fuzzics.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\fuzzics\profile\SM_fuzzics.lib"
!ENDIF
# Begin Target
# Name "SM_fuzzics - Win32 Release"
# Name "SM_fuzzics - Win32 Debug"
# Name "SM_fuzzics - Win32 MT DLL Debug"
# Name "SM_fuzzics - Win32 MT DLL Release"
# Name "SM_fuzzics - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_FhObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Scene.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Callback.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_ClientObjectInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Debug.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_FhObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_MotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Props.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Scene.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SM_fuzzics" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_fuzzics - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_fuzzics.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_fuzzics.mak" CFG="SM_fuzzics - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_fuzzics - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_fuzzics - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_fuzzics - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\fuzzics"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\fuzzics"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GR /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "../../../extern/solid" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\fuzzics\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\fuzzics\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GR /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "../../../extern/solid" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_fuzzics___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\fuzzics\debug\SM_fuzzics.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_fuzzics___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\fuzzics\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\fuzzics\SM_fuzzics.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_fuzzics - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_fuzzics___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_fuzzics___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_fuzzics___Win32_Profile"
# PROP Intermediate_Dir "SM_fuzzics___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\Fuzzics\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\fuzzics\debug\SM_fuzzics.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\fuzzics\profile\SM_fuzzics.lib"
!ENDIF
# Begin Target
# Name "SM_fuzzics - Win32 Release"
# Name "SM_fuzzics - Win32 Debug"
# Name "SM_fuzzics - Win32 MT DLL Debug"
# Name "SM_fuzzics - Win32 MT DLL Release"
# Name "SM_fuzzics - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_FhObject.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Object.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\src\SM_Scene.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Callback.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_ClientObjectInfo.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Debug.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_FhObject.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_MotionState.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Object.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Props.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\gameengine\Physics\Sumo\Fuzzics\include\SM_Scene.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,332 +1,332 @@
# Microsoft Developer Studio Project File - Name="SM_moto" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_moto - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak" CFG="SM_moto - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_moto - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_moto - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_moto___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_moto___Win32_Profile"
# PROP Intermediate_Dir "SM_moto___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\profile\SM_moto.lib"
!ENDIF
# Begin Target
# Name "SM_moto - Win32 Release"
# Name "SM_moto - Win32 Debug"
# Name "SM_moto - Win32 MT DLL Debug"
# Name "SM_moto - Win32 MT DLL Release"
# Name "SM_moto - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_CmMatrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix3x3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Point3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Quaternion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_random.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Transform.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector4.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SM_moto" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_moto - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak" CFG="SM_moto - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_moto - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_moto - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_moto___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_moto___Win32_Profile"
# PROP Intermediate_Dir "SM_moto___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\profile\SM_moto.lib"
!ENDIF
# Begin Target
# Name "SM_moto - Win32 Release"
# Name "SM_moto - Win32 Debug"
# Name "SM_moto - Win32 MT DLL Debug"
# Name "SM_moto - Win32 MT DLL Release"
# Name "SM_moto - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_CmMatrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix3x3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Point3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Quaternion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_random.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Transform.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector4.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,340 +1,340 @@
# Microsoft Developer Studio Project File - Name="SM_solid" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_solid - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak" CFG="SM_solid - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_solid - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_solid - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /J /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\debug\SM_solid.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\SM_solid.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SM_solid - Win32 Release"
# Name "SM_solid - Win32 Debug"
# Name "SM_solid - Win32 MT DLL Debug"
# Name "SM_solid - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\BBoxTree.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Box.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Complex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cone.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Convex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cylinder.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Endpoint.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Proxy.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_DoubleBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Encounter.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_FloatBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_LineSegment.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Object.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_RespTable.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polyhedron.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polytope.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Sphere.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\AlgoTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\BBoxTree.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Box.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Complex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cone.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Convex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cylinder.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_AABBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Endpoint.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Proxy.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_DoubleBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Encounter.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_FloatBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_LineSegment.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Object.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Response.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_RespTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBased.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\IndexArray.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polyhedron.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polytope.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Shape.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Sphere.h"
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SM_solid" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_solid - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak" CFG="SM_solid - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_solid - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_solid - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /J /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\debug\SM_solid.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\SM_solid.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SM_solid - Win32 Release"
# Name "SM_solid - Win32 Debug"
# Name "SM_solid - Win32 MT DLL Debug"
# Name "SM_solid - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\BBoxTree.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Box.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Complex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cone.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Convex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cylinder.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Endpoint.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Proxy.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_DoubleBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Encounter.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_FloatBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_LineSegment.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Object.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_RespTable.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polyhedron.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polytope.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Sphere.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\AlgoTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\BBoxTree.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Box.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Complex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cone.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Convex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cylinder.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_AABBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Endpoint.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Proxy.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_DoubleBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Encounter.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_FloatBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_LineSegment.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Object.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Response.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_RespTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBased.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\IndexArray.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polyhedron.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polytope.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Shape.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Sphere.h"
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,332 +1,332 @@
# Microsoft Developer Studio Project File - Name="SM_moto" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_moto - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak" CFG="SM_moto - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_moto - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_moto - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_moto___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_moto___Win32_Profile"
# PROP Intermediate_Dir "SM_moto___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\profile\SM_moto.lib"
!ENDIF
# Begin Target
# Name "SM_moto - Win32 Release"
# Name "SM_moto - Win32 Debug"
# Name "SM_moto - Win32 MT DLL Debug"
# Name "SM_moto - Win32 MT DLL Release"
# Name "SM_moto - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_CmMatrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix3x3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Point3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Quaternion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_random.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Transform.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector4.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SM_moto" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_moto - Win32 Profile
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_moto.mak" CFG="SM_moto - Win32 Profile"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_moto - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_moto - Win32 Profile" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_moto - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "Release"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /W3 /GX /O2 /I "..\..\..\..\lib\windows\moto\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "Debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /FR /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_moto___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Intermediate_Dir "..\..\..\..\obj\windows\sumo\moto\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\sumo\MoTo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\moto\SM_moto.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_moto - Win32 Profile"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_moto___Win32_Profile"
# PROP BASE Intermediate_Dir "SM_moto___Win32_Profile"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "SM_moto___Win32_Profile"
# PROP Intermediate_Dir "SM_moto___Win32_Profile"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /O2 /I "..\..\..\source\sumo\MoTo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\debug\SM_moto.lib"
# ADD LIB32 /nologo /out:"..\..\..\..\obj\windows\sumo\moto\profile\SM_moto.lib"
!ENDIF
# Begin Target
# Name "SM_moto - Win32 Release"
# Name "SM_moto - Win32 Debug"
# Name "SM_moto - Win32 MT DLL Debug"
# Name "SM_moto - Win32 MT DLL Release"
# Name "SM_moto - Win32 Profile"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_CmMatrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix3x3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Matrix4x4.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Point3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Quaternion.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_random.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Transform.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector2.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector3.cpp
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\src\MT_Vector4.cpp
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_List.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\GEN_Map.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_assert.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_CmMatrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix3x3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Matrix4x4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_MinMax.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Optimize.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Point3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Quaternion.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_random.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Scalar.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Stream.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Transform.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Tuple4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector2.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector3.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.h
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\MT_Vector4.inl
# End Source File
# Begin Source File
SOURCE=..\..\..\source\sumo\MoTo\include\NM_Scalar.h
# End Source File
# End Group
# End Target
# End Project

View File

@@ -1,340 +1,340 @@
# Microsoft Developer Studio Project File - Name="SM_solid" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_solid - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak" CFG="SM_solid - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_solid - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_solid - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /J /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\debug\SM_solid.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\SM_solid.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SM_solid - Win32 Release"
# Name "SM_solid - Win32 Debug"
# Name "SM_solid - Win32 MT DLL Debug"
# Name "SM_solid - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\BBoxTree.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Box.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Complex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cone.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Convex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cylinder.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Endpoint.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Proxy.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_DoubleBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Encounter.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_FloatBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_LineSegment.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Object.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_RespTable.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polyhedron.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polytope.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Sphere.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\AlgoTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\BBoxTree.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Box.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Complex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cone.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Convex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cylinder.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_AABBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Endpoint.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Proxy.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_DoubleBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Encounter.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_FloatBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_LineSegment.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Object.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Response.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_RespTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBased.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\IndexArray.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polyhedron.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polytope.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Shape.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Sphere.h"
# End Source File
# End Group
# End Target
# End Project
# Microsoft Developer Studio Project File - Name="SM_solid" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Static Library" 0x0104
CFG=SM_solid - Win32 Release
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
!MESSAGE use the Export Makefile command and run
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak".
!MESSAGE
!MESSAGE You can specify a configuration when running NMAKE
!MESSAGE by defining the macro CFG on the command line. For example:
!MESSAGE
!MESSAGE NMAKE /f "SM_solid.mak" CFG="SM_solid - Win32 Release"
!MESSAGE
!MESSAGE Possible choices for configuration are:
!MESSAGE
!MESSAGE "SM_solid - Win32 Release" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Debug" (based on "Win32 (x86) Static Library")
!MESSAGE "SM_solid - Win32 MT DLL Release" (based on "Win32 (x86) Static Library")
!MESSAGE
# Begin Project
# PROP AllowPerConfigDependencies 0
# PROP Scc_ProjName ""
# PROP Scc_LocalPath ""
CPP=cl.exe
RSC=rc.exe
!IF "$(CFG)" == "SM_solid - Win32 Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "Release"
# PROP BASE Intermediate_Dir "Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /J /FD /c
# SUBTRACT CPP /YX
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "Debug"
# PROP BASE Intermediate_Dir "Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
# ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# SUBTRACT CPP /Fr
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Debug"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 1
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Debug"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 1
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll_debug"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /Gm /GX /ZI /Od /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD CPP /nologo /MDd /Gm /GX /ZI /Od /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "_DEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /GZ /c
# ADD BASE RSC /l 0x409 /d "_DEBUG"
# ADD RSC /l 0x409 /d "_DEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\debug\SM_solid.lib"
# ADD LIB32 /nologo
!ELSEIF "$(CFG)" == "SM_solid - Win32 MT DLL Release"
# PROP BASE Use_MFC 0
# PROP BASE Use_Debug_Libraries 0
# PROP BASE Output_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Intermediate_Dir "SM_solid___Win32_MT_DLL_Release"
# PROP BASE Target_Dir ""
# PROP Use_MFC 0
# PROP Use_Debug_Libraries 0
# PROP Output_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Intermediate_Dir "..\..\..\obj\windows\sumo\solid\mtdll"
# PROP Target_Dir ""
LINK32=link.exe -lib
# ADD BASE CPP /nologo /GX /O2 /I "..\..\..\source\sumo\SOLID-3.0\include" /I "../../../../../lib/windows/moto/include" /I "..\..\..\source\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD CPP /nologo /MD /GX /O2 /I "..\..\..\source\gameengine\physics\sumo\SOLID-3.0\include" /I "../../../../lib/windows/moto/include" /I "..\..\..\source\gameengine\physics\sumo\include" /D "NDEBUG" /D "WIN32" /D "_MBCS" /D "_LIB" /YX /J /FD /c
# ADD BASE RSC /l 0x409 /d "NDEBUG"
# ADD RSC /l 0x409 /d "NDEBUG"
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LIB32=link.exe -lib
# ADD BASE LIB32 /nologo /out:"..\..\..\..\..\obj\windows\sumo\solid\SM_solid.lib"
# ADD LIB32 /nologo
!ENDIF
# Begin Target
# Name "SM_solid - Win32 Release"
# Name "SM_solid - Win32 Debug"
# Name "SM_solid - Win32 MT DLL Debug"
# Name "SM_solid - Win32 MT DLL Release"
# Begin Group "Source Files"
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\BBoxTree.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Box.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Complex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cone.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Convex.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Cylinder.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Endpoint.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Proxy.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_BP_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_C-api.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_DoubleBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Encounter.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_FloatBase.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_LineSegment.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Object.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_RespTable.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\DT_Scene.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polyhedron.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Polytope.cpp"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\src\Sphere.cpp"
# End Source File
# End Group
# Begin Group "Header Files"
# PROP Default_Filter "h;hpp;hxx;hm;inl"
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\AlgoTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\BBoxTree.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Box.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Complex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cone.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Convex.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Cylinder.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_AABBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BBox.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Endpoint.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Proxy.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_BP_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_DoubleBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Encounter.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_FloatBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_LineSegment.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Object.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Response.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_RespTable.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_Scene.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBase.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\DT_VertexBased.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\IndexArray.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polyhedron.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Polytope.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Shape.h"
# End Source File
# Begin Source File
SOURCE="..\..\..\source\gameengine\Physics\Sumo\SOLID-3.0\include\Sphere.h"
# End Source File
# End Group
# End Target
# End Project

0
release/beos-4.5-i386/specific.sh Normal file → Executable file
View File

0
release/beos-5.0-i386/specific.sh Normal file → Executable file
View File

0
release/irix-6.2-mips/specific.sh Normal file → Executable file
View File

0
release/scripts/import_web3d.py Executable file → Normal file
View File

Some files were not shown because too many files have changed in this diff Show More