blob: 65e4fc2b6c9178504fffe38fd48cdb3edfdc72b9 [file] [log] [blame]
Brian Paul8a06c751999-07-09 14:23:50 +00001
2 Mesa/Readme.win32
3
Ted Jump32b20281999-09-19 09:55:37 +00004 Last Updated: Sunday, September 19th, 1999 - tjump@tertius.com
Brian Paul8a06c751999-07-09 14:23:50 +00005
6*** What's New
7
Ted Jump74783e91999-09-17 02:37:14 +00008- Updated for Mesa 3.1beta3/CVS. Debug and Release command-line builds of
9 Mesa, fxMesa, GLU, GLUT and all sample programs DLL-based. Manual
10 executions tests with minimum requisite results (aka: things looked like
11 I expected them to).
12
13 What did you expect, complete regression testing maybe?
Brian Paul8a06c751999-07-09 14:23:50 +000014
Ted Jump32b20281999-09-19 09:55:37 +000015- NASM build support. Any file in the project coded as a .S file will
16 automatically be recognized and built as a NASM-source assember file.
17
18 To enable building using NASM, set the environment variable NASM to
19 indicate that command to execute to run nasm on a file. If NASM is in
20 your command search path then all this needs be set to is 'nasmw' -
21 otherwise you will need to include the complete drive and directory path.
22
23 NASM may be retrieved here: http://www.web-sites.co.uk/nasm/
24
Brian Paul8a06c751999-07-09 14:23:50 +000025- DevStudio projects suspended for compatability reasons: projects modified
26 by DevStudio 6 are not compatible with DevStudio 5.
27
Ted Jump74783e91999-09-17 02:37:14 +000028 These will slowly be rebuilt and put into CVS as I can.
29
Brian Paul8a06c751999-07-09 14:23:50 +000030- Build environment change: The Glide SDK is no longer assumed to be in
31 the global INCLUDE/LIB environment vars, it is required that you set the
32 value 'GLIDE2X' as either an environment variable pointing to your Glide
33 SDK install directory or that you configure that as a build option to
34 nmake.exe when building fxmesagl32. Examples:
35
36 nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x fxmesagl32
37
38 <or>
39
40 nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x allfx
41
42 <or>
43
44 nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x progs.3dfx.demos
45
46 The DevStudio workspace files for 3Dfx OpenGL require the definition of
47 GLIDE2SDK as an environment variable pointing to where your copy of the
48 Glide SDK has been installed. Adding this to your AUTOEXEC.BAT would do
49 so (change the directories to match):
50
51 SET GLIDE2SDK=G:\SDK\GLIDE2X
52
53*** Legalese
54
55These build files are provided as-is and are submitted to be included with
56the "Mesa 3-D Graphics Library" package as (currently) maintained by Brian
57Paul. These project build files are free software; you can redistribute it
58and/or modify it under the terms of the GNU Library General Public License
59as published by the Free Software Foundation; either version 2 of the
60License, or (at your option) any later version.
61
62These project files are distributed in the hope that they will be useful,
63but WITHOUT ANY WARRANTY; without even the implied warranty of
64MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library
65General Public License for more details.
66
67You should have received a copy of the GNU Library General Public License
68along with this library; if not, write to the Free Software Foundation,
69Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
70
71*** Maintenance Responsiblity and Technical Support
72
73While these files are now part of the Mesa core distribution please do NOT
74contact Mr. Paul for help with them if you encounter problems as he can't
75help you (currently). I will, however, attempt my straightforward best in
76assisting anyone with using these files on their system. I can NOT
77guarantee instant responses owing to other responsiblities, but I do try
78dang hard to answer any mail w/in 24 hours. I may be contacted at the
79above email address for the forseeable future.
80
81-Ted
82mailto://tjump@tertius.com
83http://www.tertius.com/tjump
84
85*** General Information
86
87These build files facilitate convenient building of many variants of Mesa,
88both as static link libraries (including mesaglu) and as dynamic link
89libraries that in some cases may be used as "drop-in" replacements for
90OpenGL32.DLL on both Windows95 and Windows NT.
91
92The construction of the Win32 command-line build files and projects has
93been something of a pet project of mine, and is based upon my own
94"standard" Win32 build environment as supplied by the "nmake.mif" file.
95They have been tested under Windows95 OSR2, Windows NT 4.0SP3, and Windows
96NT 5.0 beta 1. The libraries that they generated have been tested (via the
97demo programs) in a *limited* fashion on the above three systems, including
98the 3Dfx versions.
99
100The reason I went with command-line build environment instead of the more
101convenient IDE-based project files is for two reasons: 1. These appear to
102have some amount of portability between versions (the nmake syntax hasn't
103changed much since Microsoft C 7.0) while the IDE project files seem to
104change drastically each version. and 2. These are readable with any ascii
105editor and such are better self-documentation of the file relationships for
106more people such that it will facilitate supporting other Win32 compilers.
107
108While these files only deal with building for x86 targeted code it *should*
109be possible to add the necessary logic to them to build for the other MSVC
110supported CPU targets, I simply have no hardware to test them on nor the
111alternative compilers to build with.
112
113*** Prerequisites for use
114
1151. You must have a 32-bit Microsoft compiler installed. I have tested
116this with Visual C 5.0 (SP3) and Visual C 4.2, but with minor
117(possibly no) modification to the nmake.mak and nmake.mif files this
118sequence should work on Visual C 2.0 also. The workspace files
119(mesalib.dsw and mesademos-*.dsw) and their included project files
120(*.dsp) are specific to the DevStudio IDE - I have made no attempt at
121building a VC4 IDE project set as I do not use that any more. Note
122that the VC workspace files NO LONGER use NORE are dependant upon the
123nmake.mak and nmake.mif files for construction of definition (*.DEF)
124and resource (*.RC) files.
125
126*** Visual C 4.x Users Warning ****
127
128Note that early editions of VC4 do NOT have header files current enough
129for use building this code base. If you are using VC4 you will either need
130to get an update to version 4.2 *or* you may download the Platform SDK
131directly from Microsoft's web site (www.microsoft.com) and update your
132build environment that way.
133
134*** Visual C 4.x Users Warning ****
135
1362. You must have the PATH, INCLUDE, and LIB environment variables set
137properly. With VC5 you can easily get this by executing the VCVARS32.BAT
138file that was created for you upon installation. It is found in the
139DevStudio\VC\BIN directory, wherever you installed DevStudio. VC4 provides
140a similar batch file in it's BIN directory also.
141
1423. (optional) If you're going to build for 3Dfx/Voodoo you will need to
143have previously installed the Glide SDK version 2.3 or later, if I
144recall. This may be retrieved from www.3dfx.com for no money and some
145download time. ;-) These build files assume that you have the Glide SDK
146added to the respective environment variables (LIB and INCLUDE).
147
1484. (optional) If you're going to build for S3/Virge you will need the S3
149Developers Toolkit which may be downloaded from www.s3.com for the price of
150registering on-line and some time. NOTE: I can build the s3mesa.dll file to
151completion, however the compilation of s3mesa.c currently generates a large
152amount of compiler warnings and between that and the fact that I can not at
153all test it I can make no claims to it's ability to execute. Again, like
154the 3Dfx version before this, these build files assume you have the S3Dtk H
155and LIB files in the path of their respective environment variables.
156Note 2: As of Mesa3.0beta6 I have build files, both command-line and IDE,
157which should be able to build the s3mesa code base if it weren't for updates
158being required in the S3 DD code support (Mesa-3.0/src/s3 directory).
159
160I advise putting any include and lib files for secondary toolkits (Glide,
161S3Tk, whatever) in their respective environment variables *before* the
162Microsoft-assigned default values.
163
164*** FAQ: Frequenty Asked Questions and Other Important Information ***
165
166- When running the 3Dfx demos under Windows NT, they crash on exit, what's
167 up?
168
169 This is apparently a problem in Glide itself. The workaround is to go to
170 your C:\WINNT\SYSTEM32 directory and rename the file FXOEM2X.DLL to
171 FXOEM2X.DL_ to prevent Glide from loading and initializing it upon
172 startup. This is known to be an issue with cards that do not have "TV
173 out" and is known to cause crashes on Diamond Monster II 8M and 3Dfx
174 Reference boards, all using 3Dfx Reference Drivers version 2.53. Other
175 hardware/driver combinations will also likely exhibit this behavior.
176
177- I'm having a problem building Mesa for static library linking.
178
179 This was caused by some incomplete testing on my part, and a fix is now
180 available in the form of an add-on to the base Mesa 3.0 release. The
181 file to get is:
182
183 via FTP download from: iris.ssec.wisc.edu
184 you want to go here: /pub/Mesa/patches_to_3.0/
185 you want to get file: Mesa-3.0-w32-static-fixes.tar.gz
186
187 This required a minor addition to INCLUDE/GL for a clean solution, the
188 file "include/gl/mesa_wgl.h" is automatically included by
189 "include/gl/gl.h" when a Win32 non-DLL build is in progress to provide
190 prototypes for the various wgl functions.
191
192 The only remaining hitch in this setup is that the 3Dfx build is not yet
193 running as a static build, because of problems with conflicts in
194 existance of the various GDI functions like ChoosePixelFormat,
195 etc. *sigh*
196
197 Anyway, the "allstatic" target now works as expected and builds all
198 book/sample/demos programs to boot. ;^)
199
200- How do I get fxMesa to render in a window on the desktop instead of only
201 full-screen?
202
203 Use the Microsoft Windows fxMesa-in-a-window hack!
204
205 Seriously, if you want fxMesaGL to render using the 3Dfx Voodoo1 or
206 Voodoo2 hardware into a window on the desktop then all you need to do is
207 set the MESA_WGL_FX environment variable to anything other than
208 "fullscreen" and it will render into a window. If you wish to go
209 fullscreen then you only need to NOT have the environment variable, or
210 have it set to "fullscreen". You may also switch at runtime between
211 fullscreen-mode and windowed by pressing ALT-ENTER on the keyboard
212 (unless the application using Mesa does something with those keystrokes,
213 of course).
214
215 As of 8/13/98 this should be running a LOT better for more people as a
216 low-compatability item was cleaned up which prevented it from working on
217 many (most?) display drivers under Windows 9x.
218
219- I have my 3Dfx card hooked to it's own monitor and I want the output to
220 stay on even if I switch to another program, is this possible?
221
222 If the Glide environment variable SST_DUALHEAD is set to '1' then fxMesa
223 will never disable the Voodoo output on a Voodoo1 or Voodoo2 display
224 regardless of whether the fxMesa application is "current" or not. This
225 works regardless of whether it's rendering using the window hack
226 mentioned above or not.
227
228- I want to run the Mesa demos on my Intel740 card using it's own OpenGL
229 acceleration, how do I do this?
230
231 Build GLUT standalone for use with system OpenGL and GLU drivers!
232
233 The Command-line project supports building all test/demo programs against
234 these drivers also! This allows you full use of GLUT on Windows using
235 hardware accelerated OpenGL. Wheee! This includes the "3dfx/demos"
236 directory of which only two programs will not run on "standard"
237 opengl. Note that there are a few of the sample programs which will NOT
238 work without Mesa as they directly call into Mesa instead of using the
239 extension mechanism.
240
241*** Included programs that exhibit unfortunate or bad behavior
242
243- demos/bounce - doesn't run on high-colors screens? It's requesting an
244 INDEX display from GLUT and that fails on my true-color desktop. Changing
245 this to _RGB let's the program work, but it doesn't display
246 properly. This is probably just an idiosyncracy of my machine though, as
247 if I test the program using GLUT for System OpenGL on my Intel740 OpenGL
248 accelerated machine it's just hunky-dory.
249
250- demos/glutfx - runs, but crashes on exit (but not on my Intel740 machine)
251
252- demos/texobj - runs, but crashes on exit if ESC is pressed. Exits cleanly
253 if the Close box on the window frame is pressed with the mouse. Go figure.
254
255- book/aaindex - doesn't run, can't get pixel format, because it wants an
256 INDEX display maybe (but is okay on my Intel740 machine)?
257
258- most of the book/* demos don't respond to ESC being pressed.
259
260- 3dfx/demos/* - all demos run, however they all crash on exit. I've traced
261 this so far as to determine the call it's happening with. The crash comes
262 from within Glide during the processing of the grGlideShutdown() call, as
263 in invalid memory reference exception. I'm wondering if this is because
264 of some state or processing not being completed before the call. Dunno,
265 but putting grSstIdle() in just before grGlideShutdown() does NOT fix the
266 problem.
267
268- 3dfx/demos/tunnel2 - does not run on my system even with SLI mode
269 disabled. Hmmmm, maybe I need to disconnect my Voodoo2 cards?
270
271*** Important Notes and Changing Default values
272
273- The optimizer settings have been manually reworked in both command line
274 and DevStudio IDE files to hopefully prevent possible irrational code on
275 the part of the code generator. Formerly, it was configured for "/Ox",
276 now it is configured for safer handling at a slight potential performance
277 cost. This may not be required for Visual Studio 6 but I can't test that
278 (yet).
279
280- These files build with the code targeted for Pentium processors and
281 8-byte structure padding.
282
283- The IDE-built programs seem to be "happier" in that the command line
284 build of the 3Dfx demo "fire" will grenade on exit (?). Otherwise pretty
285 much everything may be built with either interface.
286
287- The currently configured Mesa version is 3.1, and MesaDemos version is
288 the same. To change this permanently you will need to edit NMAKE.MAK and
289 change the lines that look like this (they start o/a line 116):
290
291 # Currently, Mesa is at rev 3.1 ...
292 #
293 !IF "$(MESAVER)" == ""
294 MESAVER=3.1
295 !ENDIF
296
297 # used in building all of the resource files for the Mesa DLLs
298 #
299 !IF "$(MESAFILEVER)" == ""
300 MESAFILEVER=3,1,0,0
301 !ENDIF
302
303- Currently the build files are configured to be used from a Win32
304 directory that is included inside the main Mesa-3.1 heirarchy.
305
306- The build files are smart enough to find the files for the core lib, glu,
307 glut, and the various demo programs if they are unpacked in the current
308 Mesa-3.1 heirarchy, like this:
309
310 \Mesa-3.1
311 \Mesa-3.1\src
312 \Mesa-3.1\src-glu
313 \Mesa-3.1\src-glut
314 \Mesa-3.1\Win32
315 \Mesa-3.1\samples
316 \Mesa-3.1\demos
317 \Mesa-3.1\book
318 \Mesa-3.1\3Dfx\demos
319
320 ... should work. This arose because my initial build tests for the
321 demo files were done before MesaDemos 2.6 had been released.
322
323- With the exception of the static link libraries generated by this file
324 set (mesagl.lib, mesaglu.lib, mesaglut.lib) all DLLs and executables are
325 built against the "Multithreaded DLL" runtime - this means that they
326 require MSVCRT.DLL or MSVCRTD.DLL in the path to execute.
327
328 ** CHANGED 8/11/98 ***
329
330 Note also that the demos are all built aginst the "OpenGL32, GLU32, and
331 GLUT32" and as such they are fairly agnostic wrt: building against Mesa
332 for CPU-rendering, Mesa-for-3Dfx, Mesa-for-S3, or System OpenGL.
333
334 If you want to build them for use on your system and your display card
335 provides full OpenGL acceleration (Permedia, Intel740, Intergraph,
336 whatever) then you only need to build GLUT prior to building any of the
337 demo programs. For convenience, the GLUT project is included in each of
338 the demo projects Workspace files for the DevStudio IDE builds BUT it is
339 not automatically built - you still need to build it first manually.
340
341 Note that if you have GLUT already installed on your system (gl/glut.h in
342 yoru INCLUDE path, glut32.lib/glut32d.lib in your LIB path, and the DLL
343 in your PATH) then you do NOT need to build GLUT prior to the test
344 programs.
345
346- The 3Dfx build of Mesa has primarily been tested with Quake 2 and it runs
347 (mostly) fine on my PC (take that for what you want it)...
348
349 ** CHANGED 8/11/98 ***
350
351 There is still something going on that causes Glide to crash on shutdown,
352 when I run fxMesa under Windows NT, however it does not appear to occur
353 under Windows 9x on either Voodoo1 or Voodoo2 cards. *sigh*
354
355- I can not test the S3 build as I have no machines available with Virge
356 based display cards.
357
358- The multithreaded test code is *not* built as it requires pthreads and I
359 have as of yet spent not time trying to get that running. The latest word
360 that I saw WRT threading support on win32 was that they are intending to
361 support it natively within Win32 - so I'm waiting it out until they get
362 it done.
363
364- Similarly, the 'xdemos' are not currently built because I haven't gotten
365 around to building the client libs for native win32 and getting it all
366 setup for use.
367
368*** Output Files
369
370All final output files (DLL/LIB) are placed in the Mesa-3.1/lib directory,
371with the exception of the fxMesaGL32 build which is placed in
372Mesa-3./lib/FX and the executable images which are placed in their source
373directories.
374
375To be able to execute the various test programs, you will need to copy the
376requisite DLL files into the same directory as the EXE files. Note that
377most of the 3Dfx/demos/* programs WILL run with the non-FX build of Mesa -
378just very slowly. The two programs which are hard-linked with the FX build
379and will not run without it are "glbpaltx" which uses "gl3DfxSetPaletteEXT"
380directly instead of via the extensions mechanism and "tunnel2" which uses
381"fxMesaSelectCurrentBoard" API for selecting between multiple 3Dfx cards
382installed in one system. Likewise, "paltex" directly uses the
383"glColorTableEXT" extension and thus may not run on anything except
384Mesa. If these applications used the proper extension mechanism they could
385then be used on more than "just" fxMesa to good effect (for example, the
386rest of the "3Dfx/demos" run just peachy on the Intel740 card in my test
387machine) under WinNT.
388
389Because I'm anal about my computer and it's organization, and I like to
390prevent collision between builds, each of the subprojects has their own
391intermediate file directory inside .\win32\release (for example, when
392building mesagl.lib all of it's intermediate files will be found in
393.\win32\release\lib.mesagl). This makes it very easy to cleanup as you
394only need to remove .\win32\release.
395
396*** Okay, Enough, how do I build with this stuff already Ted!
397
398Okay, no major calamity here. The basic way to use the project file is to
399call it via NMAKE from the command line. The format is:
400
401 nmake[.exe] /f nmake.mak [options] [target]
402
403The most likely [options] values you will use may be any combination of the
404following:
405
406 DEBUG=1 or DEBUG=0
407 USE_CRTDLL=1 or USE_CRTDLL=0
408
409 Note that all three of these options are OFF by default.
410
411The [target] includes but is not limited to the following (for full details
412please peruse the NMAKE.MAK and NMAKE.MIF files - but be warned that
413NMAKE.MIF is rather large and sometimes hard to follow):
414
415 --- convenience targets ---
416
417 all - builds everything
418 libfiles - builds all linking library files
419 progs - builds all executable images
420
421 --- library files, static and dynamic ---
422
423 mesagl - static lib build of Mesa core.
424 mesaglu - static lib build of MesaGLU core.
425 mesaglut - static lib build of Mesa GLUT core.
426
427 mesagl32 - dynamic lib build of Mesa core.
428
429 mesaglu32 - dynamic lib build of GLU core, generates
430 GLU32.DLL and/or GLU32d.DLL.
431
432 mesaglut32 - dynamic lib build of GLUT core, generates
433 GLUT32.DLL and/or GLUT32d.dll.
434
435 --- hardware accelerated mesa builds ---
436
437 fxmesagl32 - builds Mesa for use on top of the 3Dfx
438 Glide runtime libs
439
440 s3mesagl32 - builds mesa for use on top of the S3
441 'S3Tk' runtime libs.
442
443 --- executable images ---
444
445 progs.book - builds all programs in \book directory
446 progs.demos - builds all programs in \demos directory
447 progs.samples - builds all programs in \samples directory
448
449 These targets generate all of the programs in their respective
450 directories and link the executables against OpenGL32.DLL,
451 GLU32.DLL, and GLUT32.DLL (or their debug equivalents).
452
453 progs.3dfx.demos - builds all programs in \3dfx\demos directory
454
455 This target generates the 3Dfx/Demo executables, linking them
456 against GLUT32.DLL, GLU32.DLL, OPENGL32.DLL and are thus NOT
457 hard-bound to using Mesa per-se as you can simply NOT build the
458 Mesa core and GLU libraries.
459
460 --- Microsoft/SGI OpenGL-based GLUT and Demo program builds ----
461
462 *** IMPORTANT SAFETY TIP: If you're going to build these variants of
463 GLUT then DO NOT build any other target libraries in this package
464 first, OR from the command line run the "nmake /f nmake.mak clean"
465 command first! This is because generation of the GLUT for SGI
466 OpenGL target libraries conflicts in naming with the static build
467 libraries of Mesa and it's supporting GLUT build.
468
469 Currently, you may build GLUT as either GLUT32.DLL or GLUT.DLL for
470 use running against either Microsoft or SGI OpenGL for Window,
471 respectively. This allows for the general use of GLUT 3.7 on Windows
472 systems with fully compliant OpenGL.
473
474 You can build the GLUT DLL files either with the command line by
475 issuing either of these commands:
476
477 nmake /f nmake.mak glut.sysgl
478
479 <or>
480
481 nmake /f nmake.mak glut.sgigl
482
483 OR by using the DevStudio MesaLib Worksapce build the GLUT_SGIGL or
484 GLUT_SYSGL projects within the DevStudio IDE.
485
486 Unfortunately, the only way to build the test programs against this
487 build of GLUT is via the command line, and I will NOT be making
488 duplicate demo program projects for the IDE as it's just not worth it,
489 sorry.
490
491 To build the test programs against either MS or SGI OpenGL, you do so
492 via either of these two commands:
493
494 nmake /f nmake.mak progs.sysgl
495
496 <or>
497
498 nmake /f nmake.mak progs.sgigl
499
500 To use the GLUT-for-system-OpenGL in your own programs, you need to do
501 three things by way of preparation, after building GLUT of course:
502
503 1. Copy include\gl\glut.h to somewhere in your %INCLUDE% path, one
504 likely candidate location would be in your
505 "DevStudio\VC\INCLUDE\GL" directory.
506
507 2. Copy the linking libraries to somewhere in your %LIB% path, one
508 likely candidate location would be in your "DevStudio\VC\LIB"
509 directory. The linking libraries you need to copy are as
510 follows:
511
512 .\Release\GLUT32.LIB
513 .\Release\GLUT.LIB
514 .\Debug\GLUT32.LIB
515 .\Debug\GLUT.LIB
516
517 3. Copy the runtime libraries to somewhere in your %PATH%, one
518 likely candidate location would be in WINDOWS\SYSTEM. the files
519 that you should copy are as follows:
520
521 .\Release\GLUT32.DLL
522 .\Release\GLUT32.PDB
523 .\Release\GLUT.DLL
524 .\Release\GLUT.PDB
525 .\Debug\GLUT32d.DLL
526 .\Debug\GLUT32d.PDB
527 .\Debug\GLUTd.DLL
528 .\Debug\GLUTd.PDB
529
530Some examples are in order ...
531
532 ... build all dynamic-link libs using MSVCRT.DLL for C runtime:
533
534 nmake /f nmake.mak USE_CRTDLL=1 alldynamic
535
536 ... To build all library variants and all test and demonstration
537 programs with the default settings you do this:
538
539 nmake /f nmake.mak all
540
541 ... to build all static link libs and nothing else you do this:
542
543 nmake /f nmake.mak allstatic
544
545 ... to build all non-accelerated dynamic link libs you do this:
546
547 nmake /f nmake.mak alldynamic
548
549 ... to build all 3Dfx targeted dynamic link libs you do this:
550
551 nmake /f nmake.mak allaccel
552
553 ... to build all S3 Virge targetd dynamic link libs you do this:
554
555 nmake /f nmake.mak alls3
556
557 ... to build all libraries, static and dynamic, in all versions
558 you do this:
559
560 nmake /f nmake.mak libfiles
561
562 ... to subsequently build all demo and test programs you do this:
563
564 nmake /f nmake.mak progs
565
566 ... to cleanup all intermediate files you do this:
567
568 nmake /f clean
569
570You get the picture. (I hope) ;^) You may also specify specify
571single targets in a convenient fashion. The rule is simple, any of the
572above named lib files, static or dynamic, may be built by providing it's
573name on the command line as the target. Examples:
574
575 ... to build only Mesa as OpenGL32.DLL ...
576
577 nmake /f nmake.mak opengl32
578
579 ... to build only Mesa on top of the 3Dfx Glide API ...
580
581 nmake /f nmake.mak fxMesaGL32
582 <or>
583 nmake /f nmake.mak fxMesaGL
584
585 ... to build only Mesa on top of the S3 Toolkit ...
586
587 nmake /f nmake.mak s3MesaGL32
588 <or>
589 nmake /f nmake.mak s3mesaGL
590
591*** Revision history for ./win32 project files
592
5931/18/98 - initial cut submitted and included with core mesa
5942/5/98 - fixed internal dependency within nmake.mif upon there being
595 a $(DEVDIR) variable to make some temporary batch files
596 dependant upon (thanks to Keven T. McDonnell for finding
597 that there was this particular bug). I also updated the
598 build files for 2.6beta6.
5992/8/98 - added DevStudio workspace and project files for all lib
600 files and some test programs. Updated readme.win32.
6016/25/98 - initial revision for Mesa 3.0, does not include IDE files,
602 not everything is running. *sigh*
6037/20/98 - Mesa 3.0beta6 rev of all build files, all libs built and
604 minimally tested, all demo programs built and minimally
605 tested to within limits of my PC. ;^) Eveything looks
606 MUCH better now ...
6077/30/98 - Minor updates/edits based upon feedback from
608 Eero Pajarre <epajarre@koti.tpo.fi>. These updates include a fix
609 to the Mesa-on-3Dfx build such that Quake-II now runs almost
610 properly on my system. It runs, just *very* slowly and with *no*
611 textures. Hmmm. Doesn't make any difference whether Quake is set
612 to use 8-bit textures or not.
6138/13/98 - Lots of build cleanups, minor bug fixes in fxwgl.c, and
614 compatability fix in fxapi.c for in-window rendering using 3Dfx
615 hardware.
6168/26/98 - Final revisions for Mesa 3 release checked
6179/22/98 - Fixed static builds for all but fxMesaGL32 and s3MesaGL32 targets
6189/29/98 - Reorganized FAQ information and added Added faq entry about Glide
619 bug under NT (crash on exit) and a workaround.
62011/21/98 - Updated files for Mesa 3.1 beta 1
621 Updated fxMesa window-hack code
622 Updated fxMesa resolution support to handle 1600x1200 & 1280x1024
6237/9/99 - Rev'd for Mesa 3.1 beta 2