Updated for Mesa 4.0
This commit is contained in:
@@ -1,623 +1,91 @@
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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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|
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*** FAQ: Frequenty Asked Questions and Other Important Information ***
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|
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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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|
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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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|
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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?
|
||||
|
||||
If the Glide environment variable SST_DUALHEAD is set to '1' then fxMesa
|
||||
will never disable the Voodoo output on a Voodoo1 or Voodoo2 display
|
||||
regardless of whether the fxMesa application is "current" or not. This
|
||||
works regardless of whether it's rendering using the window hack
|
||||
mentioned above or not.
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||||
|
||||
- I want to run the Mesa demos on my Intel740 card using it's own OpenGL
|
||||
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
|
||||
these drivers also! This allows you full use of GLUT on Windows using
|
||||
hardware accelerated OpenGL. Wheee! This includes the "3dfx/demos"
|
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directory of which only two programs will not run on "standard"
|
||||
opengl. Note that there are a few of the sample programs which will NOT
|
||||
work without Mesa as they directly call into Mesa instead of using the
|
||||
extension mechanism.
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||||
|
||||
*** Included programs that exhibit unfortunate or bad behavior
|
||||
|
||||
- demos/bounce - doesn't run on high-colors screens? It's requesting an
|
||||
INDEX display from GLUT and that fails on my true-color desktop. Changing
|
||||
this to _RGB let's the program work, but it doesn't display
|
||||
properly. This is probably just an idiosyncracy of my machine though, as
|
||||
if I test the program using GLUT for System OpenGL on my Intel740 OpenGL
|
||||
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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||||
|
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- demos/texobj - runs, but crashes on exit if ESC is pressed. Exits cleanly
|
||||
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
|
||||
this so far as to determine the call it's happening with. The crash comes
|
||||
from within Glide during the processing of the grGlideShutdown() call, as
|
||||
in invalid memory reference exception. I'm wondering if this is because
|
||||
of some state or processing not being completed before the call. Dunno,
|
||||
but putting grSstIdle() in just before grGlideShutdown() does NOT fix the
|
||||
problem.
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||||
|
||||
- 3dfx/demos/tunnel2 - does not run on my system even with SLI mode
|
||||
disabled. Hmmmm, maybe I need to disconnect my Voodoo2 cards?
|
||||
|
||||
*** Important Notes and Changing Default values
|
||||
|
||||
- The optimizer settings have been manually reworked in both command line
|
||||
and DevStudio IDE files to hopefully prevent possible irrational code on
|
||||
the part of the code generator. Formerly, it was configured for "/Ox",
|
||||
now it is configured for safer handling at a slight potential performance
|
||||
cost. This may not be required for Visual Studio 6 but I can't test that
|
||||
(yet).
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||||
|
||||
- These files build with the code targeted for Pentium processors and
|
||||
8-byte structure padding.
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||||
|
||||
- The IDE-built programs seem to be "happier" in that the command line
|
||||
build of the 3Dfx demo "fire" will grenade on exit (?). Otherwise pretty
|
||||
much everything may be built with either interface.
|
||||
|
||||
- The currently configured Mesa version is 3.1, and MesaDemos version is
|
||||
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 "$(MESAVER)" == ""
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||||
MESAVER=3.1
|
||||
!ENDIF
|
||||
|
||||
# used in building all of the resource files for the Mesa DLLs
|
||||
#
|
||||
!IF "$(MESAFILEVER)" == ""
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||||
MESAFILEVER=3,1,0,0
|
||||
!ENDIF
|
||||
|
||||
- Currently the build files are configured to be used from a Win32
|
||||
directory that is included inside the main Mesa-3.1 heirarchy.
|
||||
|
||||
- The build files are smart enough to find the files for the core lib, glu,
|
||||
glut, and the various demo programs if they are unpacked in the current
|
||||
Mesa-3.1 heirarchy, like this:
|
||||
|
||||
\Mesa-3.1
|
||||
\Mesa-3.1\src
|
||||
\Mesa-3.1\src-glu
|
||||
\Mesa-3.1\src-glut
|
||||
\Mesa-3.1\Win32
|
||||
\Mesa-3.1\samples
|
||||
\Mesa-3.1\demos
|
||||
\Mesa-3.1\book
|
||||
\Mesa-3.1\3Dfx\demos
|
||||
|
||||
... should work. This arose because my initial build tests for the
|
||||
demo files were done before MesaDemos 2.6 had been released.
|
||||
|
||||
- With the exception of the static link libraries generated by this file
|
||||
set (mesagl.lib, mesaglu.lib, mesaglut.lib) all DLLs and executables are
|
||||
built against the "Multithreaded DLL" runtime - this means that they
|
||||
require MSVCRT.DLL or MSVCRTD.DLL in the path to execute.
|
||||
|
||||
** CHANGED 8/11/98 ***
|
||||
|
||||
Note also that the demos are all built aginst the "OpenGL32, GLU32, and
|
||||
GLUT32" and as such they are fairly agnostic wrt: building against Mesa
|
||||
for CPU-rendering, Mesa-for-3Dfx, Mesa-for-S3, or System OpenGL.
|
||||
|
||||
If you want to build them for use on your system and your display card
|
||||
provides full OpenGL acceleration (Permedia, Intel740, Intergraph,
|
||||
whatever) then you only need to build GLUT prior to building any of the
|
||||
demo programs. For convenience, the GLUT project is included in each of
|
||||
the demo projects Workspace files for the DevStudio IDE builds BUT it is
|
||||
not automatically built - you still need to build it first manually.
|
||||
|
||||
Note that if you have GLUT already installed on your system (gl/glut.h in
|
||||
yoru INCLUDE path, glut32.lib/glut32d.lib in your LIB path, and the DLL
|
||||
in your PATH) then you do NOT need to build GLUT prior to the test
|
||||
programs.
|
||||
|
||||
- The 3Dfx build of Mesa has primarily been tested with Quake 2 and it runs
|
||||
(mostly) fine on my PC (take that for what you want it)...
|
||||
|
||||
** CHANGED 8/11/98 ***
|
||||
|
||||
There is still something going on that causes Glide to crash on shutdown,
|
||||
when I run fxMesa under Windows NT, however it does not appear to occur
|
||||
under Windows 9x on either Voodoo1 or Voodoo2 cards. *sigh*
|
||||
|
||||
- I can not test the S3 build as I have no machines available with Virge
|
||||
based display cards.
|
||||
|
||||
- The multithreaded test code is *not* built as it requires pthreads and I
|
||||
have as of yet spent not time trying to get that running. The latest word
|
||||
that I saw WRT threading support on win32 was that they are intending to
|
||||
support it natively within Win32 - so I'm waiting it out until they get
|
||||
it done.
|
||||
|
||||
- Similarly, the 'xdemos' are not currently built because I haven't gotten
|
||||
around to building the client libs for native win32 and getting it all
|
||||
setup for use.
|
||||
|
||||
*** Output Files
|
||||
|
||||
All final output files (DLL/LIB) are placed in the Mesa-3.1/lib directory,
|
||||
with the exception of the fxMesaGL32 build which is placed in
|
||||
Mesa-3./lib/FX and the executable images which are placed in their source
|
||||
directories.
|
||||
|
||||
To be able to execute the various test programs, you will need to copy the
|
||||
requisite DLL files into the same directory as the EXE files. Note that
|
||||
most of the 3Dfx/demos/* programs WILL run with the non-FX build of Mesa -
|
||||
just very slowly. The two programs which are hard-linked with the FX build
|
||||
and will not run without it are "glbpaltx" which uses "gl3DfxSetPaletteEXT"
|
||||
directly instead of via the extensions mechanism and "tunnel2" which uses
|
||||
"fxMesaSelectCurrentBoard" API for selecting between multiple 3Dfx cards
|
||||
installed in one system. Likewise, "paltex" directly uses the
|
||||
"glColorTableEXT" extension and thus may not run on anything except
|
||||
Mesa. If these applications used the proper extension mechanism they could
|
||||
then be used on more than "just" fxMesa to good effect (for example, the
|
||||
rest of the "3Dfx/demos" run just peachy on the Intel740 card in my test
|
||||
machine) under WinNT.
|
||||
|
||||
Because I'm anal about my computer and it's organization, and I like to
|
||||
prevent collision between builds, each of the subprojects has their own
|
||||
intermediate file directory inside .\win32\release (for example, when
|
||||
building mesagl.lib all of it's intermediate files will be found in
|
||||
.\win32\release\lib.mesagl). This makes it very easy to cleanup as you
|
||||
only need to remove .\win32\release.
|
||||
|
||||
*** Okay, Enough, how do I build with this stuff already Ted!
|
||||
|
||||
Okay, no major calamity here. The basic way to use the project file is to
|
||||
call it via NMAKE from the command line. The format is:
|
||||
|
||||
nmake[.exe] /f nmake.mak [options] [target]
|
||||
|
||||
The most likely [options] values you will use may be any combination of the
|
||||
following:
|
||||
|
||||
DEBUG=1 or DEBUG=0
|
||||
USE_CRTDLL=1 or USE_CRTDLL=0
|
||||
|
||||
Note that all three of these options are OFF by default.
|
||||
|
||||
The [target] includes but is not limited to the following (for full details
|
||||
please peruse the NMAKE.MAK and NMAKE.MIF files - but be warned that
|
||||
NMAKE.MIF is rather large and sometimes hard to follow):
|
||||
|
||||
--- convenience targets ---
|
||||
|
||||
all - builds everything
|
||||
libfiles - builds all linking library files
|
||||
progs - builds all executable images
|
||||
|
||||
--- library files, static and dynamic ---
|
||||
|
||||
mesagl - static lib build of Mesa core.
|
||||
mesaglu - static lib build of MesaGLU core.
|
||||
mesaglut - static lib build of Mesa GLUT core.
|
||||
|
||||
mesagl32 - dynamic lib build of Mesa core.
|
||||
|
||||
mesaglu32 - dynamic lib build of GLU core, generates
|
||||
GLU32.DLL and/or GLU32d.DLL.
|
||||
|
||||
mesaglut32 - dynamic lib build of GLUT core, generates
|
||||
GLUT32.DLL and/or GLUT32d.dll.
|
||||
|
||||
--- hardware accelerated mesa builds ---
|
||||
|
||||
fxmesagl32 - builds Mesa for use on top of the 3Dfx
|
||||
Glide runtime libs
|
||||
|
||||
s3mesagl32 - builds mesa for use on top of the S3
|
||||
'S3Tk' runtime libs.
|
||||
|
||||
--- executable images ---
|
||||
|
||||
progs.book - builds all programs in \book directory
|
||||
progs.demos - builds all programs in \demos directory
|
||||
progs.samples - builds all programs in \samples directory
|
||||
|
||||
These targets generate all of the programs in their respective
|
||||
directories and link the executables against OpenGL32.DLL,
|
||||
GLU32.DLL, and GLUT32.DLL (or their debug equivalents).
|
||||
|
||||
progs.3dfx.demos - builds all programs in \3dfx\demos directory
|
||||
|
||||
This target generates the 3Dfx/Demo executables, linking them
|
||||
against GLUT32.DLL, GLU32.DLL, OPENGL32.DLL and are thus NOT
|
||||
hard-bound to using Mesa per-se as you can simply NOT build the
|
||||
Mesa core and GLU libraries.
|
||||
|
||||
--- Microsoft/SGI OpenGL-based GLUT and Demo program builds ----
|
||||
|
||||
*** IMPORTANT SAFETY TIP: If you're going to build these variants of
|
||||
GLUT then DO NOT build any other target libraries in this package
|
||||
first, OR from the command line run the "nmake /f nmake.mak clean"
|
||||
command first! This is because generation of the GLUT for SGI
|
||||
OpenGL target libraries conflicts in naming with the static build
|
||||
libraries of Mesa and it's supporting GLUT build.
|
||||
|
||||
Currently, you may build GLUT as either GLUT32.DLL or GLUT.DLL for
|
||||
use running against either Microsoft or SGI OpenGL for Window,
|
||||
respectively. This allows for the general use of GLUT 3.7 on Windows
|
||||
systems with fully compliant OpenGL.
|
||||
|
||||
You can build the GLUT DLL files either with the command line by
|
||||
issuing either of these commands:
|
||||
|
||||
nmake /f nmake.mak glut.sysgl
|
||||
|
||||
<or>
|
||||
|
||||
nmake /f nmake.mak glut.sgigl
|
||||
|
||||
OR by using the DevStudio MesaLib Worksapce build the GLUT_SGIGL or
|
||||
GLUT_SYSGL projects within the DevStudio IDE.
|
||||
|
||||
Unfortunately, the only way to build the test programs against this
|
||||
build of GLUT is via the command line, and I will NOT be making
|
||||
duplicate demo program projects for the IDE as it's just not worth it,
|
||||
sorry.
|
||||
|
||||
To build the test programs against either MS or SGI OpenGL, you do so
|
||||
via either of these two commands:
|
||||
|
||||
nmake /f nmake.mak progs.sysgl
|
||||
|
||||
<or>
|
||||
|
||||
nmake /f nmake.mak progs.sgigl
|
||||
|
||||
To use the GLUT-for-system-OpenGL in your own programs, you need to do
|
||||
three things by way of preparation, after building GLUT of course:
|
||||
|
||||
1. Copy include\gl\glut.h to somewhere in your %INCLUDE% path, one
|
||||
likely candidate location would be in your
|
||||
"DevStudio\VC\INCLUDE\GL" directory.
|
||||
|
||||
2. Copy the linking libraries to somewhere in your %LIB% path, one
|
||||
likely candidate location would be in your "DevStudio\VC\LIB"
|
||||
directory. The linking libraries you need to copy are as
|
||||
follows:
|
||||
|
||||
.\Release\GLUT32.LIB
|
||||
.\Release\GLUT.LIB
|
||||
.\Debug\GLUT32.LIB
|
||||
.\Debug\GLUT.LIB
|
||||
|
||||
3. Copy the runtime libraries to somewhere in your %PATH%, one
|
||||
likely candidate location would be in WINDOWS\SYSTEM. the files
|
||||
that you should copy are as follows:
|
||||
|
||||
.\Release\GLUT32.DLL
|
||||
.\Release\GLUT32.PDB
|
||||
.\Release\GLUT.DLL
|
||||
.\Release\GLUT.PDB
|
||||
.\Debug\GLUT32d.DLL
|
||||
.\Debug\GLUT32d.PDB
|
||||
.\Debug\GLUTd.DLL
|
||||
.\Debug\GLUTd.PDB
|
||||
|
||||
Some examples are in order ...
|
||||
|
||||
... build all dynamic-link libs using MSVCRT.DLL for C runtime:
|
||||
|
||||
nmake /f nmake.mak USE_CRTDLL=1 alldynamic
|
||||
|
||||
... To build all library variants and all test and demonstration
|
||||
programs with the default settings you do this:
|
||||
|
||||
nmake /f nmake.mak all
|
||||
|
||||
... to build all static link libs and nothing else you do this:
|
||||
|
||||
nmake /f nmake.mak allstatic
|
||||
|
||||
... to build all non-accelerated dynamic link libs you do this:
|
||||
|
||||
nmake /f nmake.mak alldynamic
|
||||
|
||||
... to build all 3Dfx targeted dynamic link libs you do this:
|
||||
|
||||
nmake /f nmake.mak allaccel
|
||||
|
||||
... to build all S3 Virge targetd dynamic link libs you do this:
|
||||
|
||||
nmake /f nmake.mak alls3
|
||||
|
||||
... to build all libraries, static and dynamic, in all versions
|
||||
you do this:
|
||||
|
||||
nmake /f nmake.mak libfiles
|
||||
|
||||
... to subsequently build all demo and test programs you do this:
|
||||
|
||||
nmake /f nmake.mak progs
|
||||
|
||||
... to cleanup all intermediate files you do this:
|
||||
|
||||
nmake /f clean
|
||||
|
||||
You get the picture. (I hope) ;^) You may also specify specify
|
||||
single targets in a convenient fashion. The rule is simple, any of the
|
||||
above named lib files, static or dynamic, may be built by providing it's
|
||||
name on the command line as the target. Examples:
|
||||
|
||||
... to build only Mesa as OpenGL32.DLL ...
|
||||
|
||||
nmake /f nmake.mak opengl32
|
||||
|
||||
... to build only Mesa on top of the 3Dfx Glide API ...
|
||||
|
||||
nmake /f nmake.mak fxMesaGL32
|
||||
<or>
|
||||
nmake /f nmake.mak fxMesaGL
|
||||
|
||||
... to build only Mesa on top of the S3 Toolkit ...
|
||||
|
||||
nmake /f nmake.mak s3MesaGL32
|
||||
<or>
|
||||
nmake /f nmake.mak s3mesaGL
|
||||
|
||||
*** Revision history for ./win32 project files
|
||||
|
||||
1/18/98 - initial cut submitted and included with core mesa
|
||||
2/5/98 - fixed internal dependency within nmake.mif upon there being
|
||||
a $(DEVDIR) variable to make some temporary batch files
|
||||
dependant upon (thanks to Keven T. McDonnell for finding
|
||||
that there was this particular bug). I also updated the
|
||||
build files for 2.6beta6.
|
||||
2/8/98 - added DevStudio workspace and project files for all lib
|
||||
files and some test programs. Updated readme.win32.
|
||||
6/25/98 - initial revision for Mesa 3.0, does not include IDE files,
|
||||
not everything is running. *sigh*
|
||||
7/20/98 - Mesa 3.0beta6 rev of all build files, all libs built and
|
||||
minimally tested, all demo programs built and minimally
|
||||
tested to within limits of my PC. ;^) Eveything looks
|
||||
MUCH better now ...
|
||||
7/30/98 - Minor updates/edits based upon feedback from
|
||||
Eero Pajarre <epajarre@koti.tpo.fi>. These updates include a fix
|
||||
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*
|
||||
textures. Hmmm. Doesn't make any difference whether Quake is set
|
||||
to use 8-bit textures or not.
|
||||
8/13/98 - Lots of build cleanups, minor bug fixes in fxwgl.c, and
|
||||
compatability fix in fxapi.c for in-window rendering using 3Dfx
|
||||
hardware.
|
||||
8/26/98 - Final revisions for Mesa 3 release checked
|
||||
9/22/98 - Fixed static builds for all but fxMesaGL32 and s3MesaGL32 targets
|
||||
9/29/98 - Reorganized FAQ information and added Added faq entry about Glide
|
||||
bug under NT (crash on exit) and a workaround.
|
||||
11/21/98 - Updated files for Mesa 3.1 beta 1
|
||||
Updated fxMesa window-hack code
|
||||
Updated fxMesa resolution support to handle 1600x1200 & 1280x1024
|
||||
7/9/99 - Rev'd for Mesa 3.1 beta 2
|
||||
File: docs/README.WIN32
|
||||
|
||||
Last updated: Oct 15, 2001 - Karl Schultz - kschultz@users.sourceforge.net
|
||||
|
||||
Quick Start
|
||||
|
||||
If you have Microsoft Visual C++ 6.0 installed, simply go to the top directory
|
||||
of the Mesa distribution and type 'nmake -f Makefile.win NODEBUG=1' for
|
||||
an optimized build.
|
||||
|
||||
Details and Notes
|
||||
|
||||
- Building Mesa as noted above should visit and build the following:
|
||||
src MesaGL.dll, MesaGL.lib, osmesa.dll, osmesa.lib
|
||||
si-glu MesaGLU.dll, MesaGLU.lib
|
||||
src-glut glut32.dll, glut32.lib
|
||||
demos a handful of demo executables.
|
||||
|
||||
- After building, you can copy the above DLL files to a place in your PATH
|
||||
or to the demos directory if you just want to give the demos a try.
|
||||
The DLL and LIB files are copied to the ./lib directory. The makefile
|
||||
creates this directory if it does not already exist.
|
||||
|
||||
- The make targets 'clean' and 'clobber' will remove objects and libraries.
|
||||
But the files in ./lib are never cleaned.
|
||||
|
||||
- The make target 'install' will take its best shot at copying DLL files,
|
||||
LIB files, and headers to the right places. I strongly suggest that
|
||||
you examine the makefiles to make sure that 'install' doesn't do anything
|
||||
that you can't live with.
|
||||
|
||||
- The makefiles are designed to work with Microsoft's NMAKE, and do,
|
||||
unfortunately, have some Microsoft-specific things in them. If you
|
||||
would like to use gcc or some other build tools like the Cygnus tools,
|
||||
then you will have to hack the makefiles to make them work with your
|
||||
tools. I'm sorry about this; I wasn't motivated to make this any
|
||||
different, but if you end up modifying the makefiles for your tools,
|
||||
you can send me the changes and I can apply the changes to the
|
||||
source tree.
|
||||
|
||||
- There are no Microsoft Visual Studio project files. However, these
|
||||
should be very easy to create. One can use the compiler and linker
|
||||
options found in the makefiles to make quick progress in creating
|
||||
projects.
|
||||
|
||||
- The DLL files are built so that the external entry points use the
|
||||
stdcall calling convention.
|
||||
|
||||
- Static LIB files are not built. The LIB files that are built with
|
||||
the current makefiles are the linker import files associated with
|
||||
the DLL files. If static LIB's are desired, it should not be too
|
||||
difficult to modify the makefiles to generate them.
|
||||
|
||||
- The si-glu sources are used to build the GLU libs. This was done
|
||||
mainly to get the better tessellator code. However the C++ NURBS
|
||||
code is not built. If you need NURBS, consider modifying the
|
||||
makefiles to build the C++ code or try to build the older GLU
|
||||
code in src-glu.
|
||||
|
||||
- The osmesa driver builds and should work on Windows as well as
|
||||
any other platform.
|
||||
|
||||
- The Windows driver (in src/Windows) builds and runs at least at
|
||||
a minimal level. I modified this driver to work with the new
|
||||
Mesa 4.0 code and driver architecture, but I did not do a great
|
||||
deal of optimization and testing. There are many opportunities
|
||||
for optimization, many of which can be done by coding more specific
|
||||
paths for the rasterizers. See src/osmesa/osmesa.c for some good
|
||||
examples.
|
||||
|
||||
- There is DirectDraw support in the Windows driver, but I do not
|
||||
know if it compiles or works. If you have an application that
|
||||
does not draw much in a frame, but needs a higher framerate, then
|
||||
it may pay to turn on the DirectDraw code, since DD often performs
|
||||
the off-screen to on-screen blit faster than GDI.
|
||||
|
||||
- Some of the more specialized code like FX drivers, stereo, and
|
||||
parallel support isn't compiled or tested. I left much of this
|
||||
code alone, but it may need some work to get it 'turned on' again.
|
||||
|
||||
- No assembly code is compiled or assembled. Again, this may need
|
||||
some work to turn it back on or use it again.
|
||||
|
||||
If you have a Windows-related build problem or question, it is
|
||||
probably better to direct it to me (kschultz@users.sourceforge.net),
|
||||
rather than directly to the other Mesa developers. I will help you
|
||||
as much as I can. I also monitor the Mesa mailing lists and will
|
||||
answer questions in this area there as well.
|
||||
|
||||
|
||||
Karl Schultz
|
||||
|
Reference in New Issue
Block a user