623 lines
27 KiB
Plaintext
623 lines
27 KiB
Plaintext
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Mesa/Readme.win32
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Last Updated: Sunday, September 19th, 1999 - tjump@tertius.com
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*** What's New
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- Updated for Mesa 3.1beta3/CVS. Debug and Release command-line builds of
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Mesa, fxMesa, GLU, GLUT and all sample programs DLL-based. Manual
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executions tests with minimum requisite results (aka: things looked like
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I expected them to).
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What did you expect, complete regression testing maybe?
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- NASM build support. Any file in the project coded as a .S file will
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automatically be recognized and built as a NASM-source assember file.
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To enable building using NASM, set the environment variable NASM to
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indicate that command to execute to run nasm on a file. If NASM is in
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your command search path then all this needs be set to is 'nasmw' -
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otherwise you will need to include the complete drive and directory path.
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NASM may be retrieved here: http://www.web-sites.co.uk/nasm/
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- DevStudio projects suspended for compatability reasons: projects modified
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by DevStudio 6 are not compatible with DevStudio 5.
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These will slowly be rebuilt and put into CVS as I can.
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- Build environment change: The Glide SDK is no longer assumed to be in
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the global INCLUDE/LIB environment vars, it is required that you set the
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value 'GLIDE2X' as either an environment variable pointing to your Glide
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SDK install directory or that you configure that as a build option to
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nmake.exe when building fxmesagl32. Examples:
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nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x fxmesagl32
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<or>
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nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x allfx
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<or>
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nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x progs.3dfx.demos
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The DevStudio workspace files for 3Dfx OpenGL require the definition of
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GLIDE2SDK as an environment variable pointing to where your copy of the
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Glide SDK has been installed. Adding this to your AUTOEXEC.BAT would do
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so (change the directories to match):
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SET GLIDE2SDK=G:\SDK\GLIDE2X
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*** Legalese
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These build files are provided as-is and are submitted to be included with
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the "Mesa 3-D Graphics Library" package as (currently) maintained by Brian
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Paul. These project build files are free software; you can redistribute it
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and/or modify it under the terms of the GNU Library General Public License
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as published by the Free Software Foundation; either version 2 of the
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License, or (at your option) any later version.
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These project files are distributed in the hope that they will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library
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General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; if not, write to the Free Software Foundation,
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Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*** Maintenance Responsiblity and Technical Support
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While these files are now part of the Mesa core distribution please do NOT
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contact Mr. Paul for help with them if you encounter problems as he can't
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help you (currently). I will, however, attempt my straightforward best in
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assisting anyone with using these files on their system. I can NOT
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guarantee instant responses owing to other responsiblities, but I do try
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dang hard to answer any mail w/in 24 hours. I may be contacted at the
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above email address for the forseeable future.
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-Ted
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mailto://tjump@tertius.com
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http://www.tertius.com/tjump
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*** General Information
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These build files facilitate convenient building of many variants of Mesa,
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both as static link libraries (including mesaglu) and as dynamic link
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libraries that in some cases may be used as "drop-in" replacements for
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OpenGL32.DLL on both Windows95 and Windows NT.
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The construction of the Win32 command-line build files and projects has
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been something of a pet project of mine, and is based upon my own
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"standard" Win32 build environment as supplied by the "nmake.mif" file.
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They have been tested under Windows95 OSR2, Windows NT 4.0SP3, and Windows
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NT 5.0 beta 1. The libraries that they generated have been tested (via the
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demo programs) in a *limited* fashion on the above three systems, including
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the 3Dfx versions.
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The reason I went with command-line build environment instead of the more
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convenient IDE-based project files is for two reasons: 1. These appear to
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have some amount of portability between versions (the nmake syntax hasn't
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changed much since Microsoft C 7.0) while the IDE project files seem to
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change drastically each version. and 2. These are readable with any ascii
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editor and such are better self-documentation of the file relationships for
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more people such that it will facilitate supporting other Win32 compilers.
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While these files only deal with building for x86 targeted code it *should*
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be possible to add the necessary logic to them to build for the other MSVC
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supported CPU targets, I simply have no hardware to test them on nor the
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alternative compilers to build with.
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*** Prerequisites for use
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1. You must have a 32-bit Microsoft compiler installed. I have tested
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this with Visual C 5.0 (SP3) and Visual C 4.2, but with minor
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(possibly no) modification to the nmake.mak and nmake.mif files this
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sequence should work on Visual C 2.0 also. The workspace files
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(mesalib.dsw and mesademos-*.dsw) and their included project files
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(*.dsp) are specific to the DevStudio IDE - I have made no attempt at
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building a VC4 IDE project set as I do not use that any more. Note
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that the VC workspace files NO LONGER use NORE are dependant upon the
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nmake.mak and nmake.mif files for construction of definition (*.DEF)
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and resource (*.RC) files.
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*** Visual C 4.x Users Warning ****
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Note that early editions of VC4 do NOT have header files current enough
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for use building this code base. If you are using VC4 you will either need
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to get an update to version 4.2 *or* you may download the Platform SDK
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directly from Microsoft's web site (www.microsoft.com) and update your
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build environment that way.
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*** Visual C 4.x Users Warning ****
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2. You must have the PATH, INCLUDE, and LIB environment variables set
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properly. With VC5 you can easily get this by executing the VCVARS32.BAT
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file that was created for you upon installation. It is found in the
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DevStudio\VC\BIN directory, wherever you installed DevStudio. VC4 provides
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a similar batch file in it's BIN directory also.
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3. (optional) If you're going to build for 3Dfx/Voodoo you will need to
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have previously installed the Glide SDK version 2.3 or later, if I
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recall. This may be retrieved from www.3dfx.com for no money and some
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download time. ;-) These build files assume that you have the Glide SDK
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added to the respective environment variables (LIB and INCLUDE).
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4. (optional) If you're going to build for S3/Virge you will need the S3
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Developers Toolkit which may be downloaded from www.s3.com for the price of
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registering on-line and some time. NOTE: I can build the s3mesa.dll file to
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completion, however the compilation of s3mesa.c currently generates a large
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amount of compiler warnings and between that and the fact that I can not at
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all test it I can make no claims to it's ability to execute. Again, like
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the 3Dfx version before this, these build files assume you have the S3Dtk H
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and LIB files in the path of their respective environment variables.
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Note 2: As of Mesa3.0beta6 I have build files, both command-line and IDE,
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which should be able to build the s3mesa code base if it weren't for updates
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being required in the S3 DD code support (Mesa-3.0/src/s3 directory).
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I advise putting any include and lib files for secondary toolkits (Glide,
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S3Tk, whatever) in their respective environment variables *before* the
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Microsoft-assigned default values.
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*** FAQ: Frequenty Asked Questions and Other Important Information ***
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- When running the 3Dfx demos under Windows NT, they crash on exit, what's
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up?
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This is apparently a problem in Glide itself. The workaround is to go to
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your C:\WINNT\SYSTEM32 directory and rename the file FXOEM2X.DLL to
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FXOEM2X.DL_ to prevent Glide from loading and initializing it upon
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startup. This is known to be an issue with cards that do not have "TV
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out" and is known to cause crashes on Diamond Monster II 8M and 3Dfx
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Reference boards, all using 3Dfx Reference Drivers version 2.53. Other
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hardware/driver combinations will also likely exhibit this behavior.
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- I'm having a problem building Mesa for static library linking.
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This was caused by some incomplete testing on my part, and a fix is now
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available in the form of an add-on to the base Mesa 3.0 release. The
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file to get is:
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via FTP download from: iris.ssec.wisc.edu
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you want to go here: /pub/Mesa/patches_to_3.0/
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you want to get file: Mesa-3.0-w32-static-fixes.tar.gz
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This required a minor addition to INCLUDE/GL for a clean solution, the
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file "include/gl/mesa_wgl.h" is automatically included by
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"include/gl/gl.h" when a Win32 non-DLL build is in progress to provide
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prototypes for the various wgl functions.
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The only remaining hitch in this setup is that the 3Dfx build is not yet
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running as a static build, because of problems with conflicts in
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existance of the various GDI functions like ChoosePixelFormat,
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etc. *sigh*
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Anyway, the "allstatic" target now works as expected and builds all
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book/sample/demos programs to boot. ;^)
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- How do I get fxMesa to render in a window on the desktop instead of only
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full-screen?
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Use the Microsoft Windows fxMesa-in-a-window hack!
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Seriously, if you want fxMesaGL to render using the 3Dfx Voodoo1 or
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Voodoo2 hardware into a window on the desktop then all you need to do is
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set the MESA_WGL_FX environment variable to anything other than
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"fullscreen" and it will render into a window. If you wish to go
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fullscreen then you only need to NOT have the environment variable, or
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have it set to "fullscreen". You may also switch at runtime between
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fullscreen-mode and windowed by pressing ALT-ENTER on the keyboard
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(unless the application using Mesa does something with those keystrokes,
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of course).
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As of 8/13/98 this should be running a LOT better for more people as a
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low-compatability item was cleaned up which prevented it from working on
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many (most?) display drivers under Windows 9x.
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- I have my 3Dfx card hooked to it's own monitor and I want the output to
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stay on even if I switch to another program, is this possible?
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If the Glide environment variable SST_DUALHEAD is set to '1' then fxMesa
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will never disable the Voodoo output on a Voodoo1 or Voodoo2 display
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regardless of whether the fxMesa application is "current" or not. This
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works regardless of whether it's rendering using the window hack
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mentioned above or not.
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- I want to run the Mesa demos on my Intel740 card using it's own OpenGL
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acceleration, how do I do this?
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Build GLUT standalone for use with system OpenGL and GLU drivers!
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The Command-line project supports building all test/demo programs against
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these drivers also! This allows you full use of GLUT on Windows using
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hardware accelerated OpenGL. Wheee! This includes the "3dfx/demos"
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directory of which only two programs will not run on "standard"
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opengl. Note that there are a few of the sample programs which will NOT
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work without Mesa as they directly call into Mesa instead of using the
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extension mechanism.
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*** Included programs that exhibit unfortunate or bad behavior
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- demos/bounce - doesn't run on high-colors screens? It's requesting an
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INDEX display from GLUT and that fails on my true-color desktop. Changing
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this to _RGB let's the program work, but it doesn't display
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properly. This is probably just an idiosyncracy of my machine though, as
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if I test the program using GLUT for System OpenGL on my Intel740 OpenGL
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accelerated machine it's just hunky-dory.
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- demos/glutfx - runs, but crashes on exit (but not on my Intel740 machine)
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- demos/texobj - runs, but crashes on exit if ESC is pressed. Exits cleanly
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if the Close box on the window frame is pressed with the mouse. Go figure.
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- book/aaindex - doesn't run, can't get pixel format, because it wants an
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INDEX display maybe (but is okay on my Intel740 machine)?
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- most of the book/* demos don't respond to ESC being pressed.
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- 3dfx/demos/* - all demos run, however they all crash on exit. I've traced
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this so far as to determine the call it's happening with. The crash comes
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from within Glide during the processing of the grGlideShutdown() call, as
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in invalid memory reference exception. I'm wondering if this is because
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of some state or processing not being completed before the call. Dunno,
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but putting grSstIdle() in just before grGlideShutdown() does NOT fix the
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problem.
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- 3dfx/demos/tunnel2 - does not run on my system even with SLI mode
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disabled. Hmmmm, maybe I need to disconnect my Voodoo2 cards?
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*** Important Notes and Changing Default values
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- The optimizer settings have been manually reworked in both command line
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and DevStudio IDE files to hopefully prevent possible irrational code on
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the part of the code generator. Formerly, it was configured for "/Ox",
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now it is configured for safer handling at a slight potential performance
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cost. This may not be required for Visual Studio 6 but I can't test that
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(yet).
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- These files build with the code targeted for Pentium processors and
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8-byte structure padding.
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- The IDE-built programs seem to be "happier" in that the command line
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build of the 3Dfx demo "fire" will grenade on exit (?). Otherwise pretty
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much everything may be built with either interface.
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- The currently configured Mesa version is 3.1, and MesaDemos version is
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the same. To change this permanently you will need to edit NMAKE.MAK and
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change the lines that look like this (they start o/a line 116):
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# Currently, Mesa is at rev 3.1 ...
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#
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!IF "$(MESAVER)" == ""
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MESAVER=3.1
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!ENDIF
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# used in building all of the resource files for the Mesa DLLs
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#
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!IF "$(MESAFILEVER)" == ""
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MESAFILEVER=3,1,0,0
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!ENDIF
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- Currently the build files are configured to be used from a Win32
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directory that is included inside the main Mesa-3.1 heirarchy.
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- The build files are smart enough to find the files for the core lib, glu,
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glut, and the various demo programs if they are unpacked in the current
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Mesa-3.1 heirarchy, like this:
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\Mesa-3.1
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\Mesa-3.1\src
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\Mesa-3.1\src-glu
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\Mesa-3.1\src-glut
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\Mesa-3.1\Win32
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\Mesa-3.1\samples
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\Mesa-3.1\demos
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\Mesa-3.1\book
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\Mesa-3.1\3Dfx\demos
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... should work. This arose because my initial build tests for the
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demo files were done before MesaDemos 2.6 had been released.
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- With the exception of the static link libraries generated by this file
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set (mesagl.lib, mesaglu.lib, mesaglut.lib) all DLLs and executables are
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built against the "Multithreaded DLL" runtime - this means that they
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require MSVCRT.DLL or MSVCRTD.DLL in the path to execute.
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** CHANGED 8/11/98 ***
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Note also that the demos are all built aginst the "OpenGL32, GLU32, and
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GLUT32" and as such they are fairly agnostic wrt: building against Mesa
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for CPU-rendering, Mesa-for-3Dfx, Mesa-for-S3, or System OpenGL.
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If you want to build them for use on your system and your display card
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provides full OpenGL acceleration (Permedia, Intel740, Intergraph,
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whatever) then you only need to build GLUT prior to building any of the
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demo programs. For convenience, the GLUT project is included in each of
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the demo projects Workspace files for the DevStudio IDE builds BUT it is
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not automatically built - you still need to build it first manually.
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Note that if you have GLUT already installed on your system (gl/glut.h in
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yoru INCLUDE path, glut32.lib/glut32d.lib in your LIB path, and the DLL
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in your PATH) then you do NOT need to build GLUT prior to the test
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programs.
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- The 3Dfx build of Mesa has primarily been tested with Quake 2 and it runs
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(mostly) fine on my PC (take that for what you want it)...
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** CHANGED 8/11/98 ***
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There is still something going on that causes Glide to crash on shutdown,
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when I run fxMesa under Windows NT, however it does not appear to occur
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under Windows 9x on either Voodoo1 or Voodoo2 cards. *sigh*
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- I can not test the S3 build as I have no machines available with Virge
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based display cards.
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- The multithreaded test code is *not* built as it requires pthreads and I
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have as of yet spent not time trying to get that running. The latest word
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that I saw WRT threading support on win32 was that they are intending to
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support it natively within Win32 - so I'm waiting it out until they get
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it done.
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- Similarly, the 'xdemos' are not currently built because I haven't gotten
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around to building the client libs for native win32 and getting it all
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setup for use.
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*** Output Files
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All final output files (DLL/LIB) are placed in the Mesa-3.1/lib directory,
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with the exception of the fxMesaGL32 build which is placed in
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Mesa-3./lib/FX and the executable images which are placed in their source
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directories.
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To be able to execute the various test programs, you will need to copy the
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requisite DLL files into the same directory as the EXE files. Note that
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most of the 3Dfx/demos/* programs WILL run with the non-FX build of Mesa -
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just very slowly. The two programs which are hard-linked with the FX build
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and will not run without it are "glbpaltx" which uses "gl3DfxSetPaletteEXT"
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directly instead of via the extensions mechanism and "tunnel2" which uses
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"fxMesaSelectCurrentBoard" API for selecting between multiple 3Dfx cards
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installed in one system. Likewise, "paltex" directly uses the
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"glColorTableEXT" extension and thus may not run on anything except
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Mesa. If these applications used the proper extension mechanism they could
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then be used on more than "just" fxMesa to good effect (for example, the
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rest of the "3Dfx/demos" run just peachy on the Intel740 card in my test
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machine) under WinNT.
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Because I'm anal about my computer and it's organization, and I like to
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prevent collision between builds, each of the subprojects has their own
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intermediate file directory inside .\win32\release (for example, when
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building mesagl.lib all of it's intermediate files will be found in
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.\win32\release\lib.mesagl). This makes it very easy to cleanup as you
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only need to remove .\win32\release.
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*** Okay, Enough, how do I build with this stuff already Ted!
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Okay, no major calamity here. The basic way to use the project file is to
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call it via NMAKE from the command line. The format is:
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nmake[.exe] /f nmake.mak [options] [target]
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The most likely [options] values you will use may be any combination of the
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following:
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DEBUG=1 or DEBUG=0
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USE_CRTDLL=1 or USE_CRTDLL=0
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Note that all three of these options are OFF by default.
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The [target] includes but is not limited to the following (for full details
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please peruse the NMAKE.MAK and NMAKE.MIF files - but be warned that
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NMAKE.MIF is rather large and sometimes hard to follow):
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--- convenience targets ---
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all - builds everything
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libfiles - builds all linking library files
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progs - builds all executable images
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--- library files, static and dynamic ---
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mesagl - static lib build of Mesa core.
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mesaglu - static lib build of MesaGLU core.
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mesaglut - static lib build of Mesa GLUT core.
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mesagl32 - dynamic lib build of Mesa core.
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mesaglu32 - dynamic lib build of GLU core, generates
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GLU32.DLL and/or GLU32d.DLL.
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mesaglut32 - dynamic lib build of GLUT core, generates
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GLUT32.DLL and/or GLUT32d.dll.
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--- hardware accelerated mesa builds ---
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fxmesagl32 - builds Mesa for use on top of the 3Dfx
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Glide runtime libs
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s3mesagl32 - builds mesa for use on top of the S3
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'S3Tk' runtime libs.
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--- executable images ---
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progs.book - builds all programs in \book directory
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progs.demos - builds all programs in \demos directory
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progs.samples - builds all programs in \samples directory
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These targets generate all of the programs in their respective
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directories and link the executables against OpenGL32.DLL,
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GLU32.DLL, and GLUT32.DLL (or their debug equivalents).
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progs.3dfx.demos - builds all programs in \3dfx\demos directory
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This target generates the 3Dfx/Demo executables, linking them
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against GLUT32.DLL, GLU32.DLL, OPENGL32.DLL and are thus NOT
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hard-bound to using Mesa per-se as you can simply NOT build the
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Mesa core and GLU libraries.
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--- Microsoft/SGI OpenGL-based GLUT and Demo program builds ----
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*** IMPORTANT SAFETY TIP: If you're going to build these variants of
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GLUT then DO NOT build any other target libraries in this package
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first, OR from the command line run the "nmake /f nmake.mak clean"
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command first! This is because generation of the GLUT for SGI
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OpenGL target libraries conflicts in naming with the static build
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libraries of Mesa and it's supporting GLUT build.
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Currently, you may build GLUT as either GLUT32.DLL or GLUT.DLL for
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use running against either Microsoft or SGI OpenGL for Window,
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respectively. This allows for the general use of GLUT 3.7 on Windows
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systems with fully compliant OpenGL.
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You can build the GLUT DLL files either with the command line by
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issuing either of these commands:
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nmake /f nmake.mak glut.sysgl
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<or>
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nmake /f nmake.mak glut.sgigl
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OR by using the DevStudio MesaLib Worksapce build the GLUT_SGIGL or
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GLUT_SYSGL projects within the DevStudio IDE.
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Unfortunately, the only way to build the test programs against this
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build of GLUT is via the command line, and I will NOT be making
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duplicate demo program projects for the IDE as it's just not worth it,
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sorry.
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To build the test programs against either MS or SGI OpenGL, you do so
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via either of these two commands:
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nmake /f nmake.mak progs.sysgl
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<or>
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nmake /f nmake.mak progs.sgigl
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To use the GLUT-for-system-OpenGL in your own programs, you need to do
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three things by way of preparation, after building GLUT of course:
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1. Copy include\gl\glut.h to somewhere in your %INCLUDE% path, one
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likely candidate location would be in your
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"DevStudio\VC\INCLUDE\GL" directory.
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2. Copy the linking libraries to somewhere in your %LIB% path, one
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likely candidate location would be in your "DevStudio\VC\LIB"
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directory. The linking libraries you need to copy are as
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follows:
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.\Release\GLUT32.LIB
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.\Release\GLUT.LIB
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.\Debug\GLUT32.LIB
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.\Debug\GLUT.LIB
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3. Copy the runtime libraries to somewhere in your %PATH%, one
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likely candidate location would be in WINDOWS\SYSTEM. the files
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that you should copy are as follows:
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.\Release\GLUT32.DLL
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.\Release\GLUT32.PDB
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.\Release\GLUT.DLL
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.\Release\GLUT.PDB
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.\Debug\GLUT32d.DLL
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.\Debug\GLUT32d.PDB
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.\Debug\GLUTd.DLL
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.\Debug\GLUTd.PDB
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Some examples are in order ...
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... build all dynamic-link libs using MSVCRT.DLL for C runtime:
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nmake /f nmake.mak USE_CRTDLL=1 alldynamic
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... To build all library variants and all test and demonstration
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programs with the default settings you do this:
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nmake /f nmake.mak all
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... to build all static link libs and nothing else you do this:
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nmake /f nmake.mak allstatic
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... to build all non-accelerated dynamic link libs you do this:
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nmake /f nmake.mak alldynamic
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... to build all 3Dfx targeted dynamic link libs you do this:
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nmake /f nmake.mak allaccel
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... to build all S3 Virge targetd dynamic link libs you do this:
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nmake /f nmake.mak alls3
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... to build all libraries, static and dynamic, in all versions
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you do this:
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nmake /f nmake.mak libfiles
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... to subsequently build all demo and test programs you do this:
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nmake /f nmake.mak progs
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... to cleanup all intermediate files you do this:
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nmake /f clean
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You get the picture. (I hope) ;^) You may also specify specify
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single targets in a convenient fashion. The rule is simple, any of the
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above named lib files, static or dynamic, may be built by providing it's
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name on the command line as the target. Examples:
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... to build only Mesa as OpenGL32.DLL ...
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nmake /f nmake.mak opengl32
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... to build only Mesa on top of the 3Dfx Glide API ...
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nmake /f nmake.mak fxMesaGL32
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<or>
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nmake /f nmake.mak fxMesaGL
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... to build only Mesa on top of the S3 Toolkit ...
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nmake /f nmake.mak s3MesaGL32
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<or>
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nmake /f nmake.mak s3mesaGL
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*** Revision history for ./win32 project files
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1/18/98 - initial cut submitted and included with core mesa
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2/5/98 - fixed internal dependency within nmake.mif upon there being
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a $(DEVDIR) variable to make some temporary batch files
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dependant upon (thanks to Keven T. McDonnell for finding
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that there was this particular bug). I also updated the
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build files for 2.6beta6.
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2/8/98 - added DevStudio workspace and project files for all lib
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files and some test programs. Updated readme.win32.
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6/25/98 - initial revision for Mesa 3.0, does not include IDE files,
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not everything is running. *sigh*
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7/20/98 - Mesa 3.0beta6 rev of all build files, all libs built and
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minimally tested, all demo programs built and minimally
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tested to within limits of my PC. ;^) Eveything looks
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MUCH better now ...
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7/30/98 - Minor updates/edits based upon feedback from
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Eero Pajarre <epajarre@koti.tpo.fi>. These updates include a fix
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to the Mesa-on-3Dfx build such that Quake-II now runs almost
|
|
properly on my system. It runs, just *very* slowly and with *no*
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textures. Hmmm. Doesn't make any difference whether Quake is set
|
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to use 8-bit textures or not.
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8/13/98 - Lots of build cleanups, minor bug fixes in fxwgl.c, and
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compatability fix in fxapi.c for in-window rendering using 3Dfx
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hardware.
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8/26/98 - Final revisions for Mesa 3 release checked
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9/22/98 - Fixed static builds for all but fxMesaGL32 and s3MesaGL32 targets
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9/29/98 - Reorganized FAQ information and added Added faq entry about Glide
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bug under NT (crash on exit) and a workaround.
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11/21/98 - Updated files for Mesa 3.1 beta 1
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Updated fxMesa window-hack code
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Updated fxMesa resolution support to handle 1600x1200 & 1280x1024
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7/9/99 - Rev'd for Mesa 3.1 beta 2 |