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authorBrian Paul <brian.paul@tungstengraphics.com>1999-07-09 14:23:50 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>1999-07-09 14:23:50 +0000
commit8a06c75889d905ac7b7759cf1eca4c013a438a36 (patch)
tree20bbe0583565c98d6419e584ad8b0b4bca37ec96
parent43062c8731e9ed32acd5c0f9942ff3c56130b51e (diff)
Ted's 3.1b2 update
-rw-r--r--docs/README.WIN321345
1 files changed, 606 insertions, 739 deletions
diff --git a/docs/README.WIN32 b/docs/README.WIN32
index 6382624f56..43ad8a8b42 100644
--- a/docs/README.WIN32
+++ b/docs/README.WIN32
@@ -1,739 +1,606 @@
-
- Mesa/Readme.win32
-
- Last Updated: Sun, Dec 06 1998, 08:49 EST - tjump@spgs.com
-
- Note: While this build set supports generation of a 3Dfx specific
- DLL using Mesa, David Bucciarelli's original build files
- are the "supported" method. -Ted
-
-*** What's New
-
-- Build environment change: The Glide SDK is no longer assumed to be in
- the global INCLUDE/LIB environment vars, it is required that you set the
- value 'GLIDE2X' as either an environment variable pointing to your Glide
- SDK install directory or that you configure that as a build option to
- nmake.exe when building fxmesagl32. Examples:
-
- nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x fxmesagl32
-
- <or>
-
- nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x allfx
-
- <or>
-
- nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x progs.3dfx.demos
-
- The DevStudio workspace files for 3Dfx OpenGL require the definition of
- GLIDE2SDK as an environment variable pointing to where your copy of the
- Glide SDK has been installed. Adding this to your AUTOEXEC.BAT would do
- so (change the directories to match):
-
- SET GLIDE2SDK=G:\SDK\GLIDE2X
-
-- Static build/link of all non-3Dfx targets works now, cool. Required some
- nontrivial chicanery in the GLUT headers though to allow it to use the
- mesa 'wgl' functions statically linked instead of always importing the
- sytem wgl functions from GDI32. Mostly this was an extension of an
- existing method used in the headers, just taking into account more
- functions.
-
-- Handled an undocumented change in how Microsoft NMAKE for DevStudio 6
- defines _NMAKE_VER so that the makefiles should work properly.
-
-- Microsoft Compiler/Win32 specific build tuneups in the header files
- providing for dramatically faster compilation times of mesa itself and of
- code using Mesa. Primarily via the removal of any call sequence which
- would invoke WINDOWS.H (which triggers ~6-10K lines of code inclusion).
-
- Supporting this, a macro name change was made in the gl.h/glu.h/glut.h
- header files which should be client-code transparent. The change was to
- specify function prototypes with the (newly created) macro GLAPI instead
- of WINGDIAPI to ease conflicts with multiple definitions of WINGDIAPI
- (needs to be one thing to access Win32 API calls, another to define
- export funcs when building a Mesa/GLU/GLUT DLL which themselves need to
- import functions from Win32, etc.).
-
- Similarly, call sequence definition usage of APIENTRY, CALLBACK, and
- WINAPI were renamed to prevent collision/need for windows.h.
-
- Lastly, these changes were incorporated into the GLUT source to
- facilitate same compile-time performance increases.
-
- All of these changes should be transparent to code USING
- mesa/mesaglu/glut, and in most cases did not require changes in their
- source files within the Mesa/GLUT code base (but there were a few).
-
-- 'wgl' function prototypes and supporting data types declared in gl/gl.h
- to provide for the usage of these from client Windows code without
- requiring WINDOWS.H to be included. If you're using non-trivial functions
- (such as any that pass structures around) you will need to include
- WINDOWS.H *before* gl/gl.h, however in that case you needed them anyway.
-
- One benefit of this is that glut-based code on Windows may now use
- wglGetProcAddress to get the function pointers for all supported OpenGL
- extensions, preventing the need for directly importing them into
- code. The 3Dfx/Demos/glbpaltx.c has been modified to use this mechanism
- by way of example.
-
- This code has also been copied into gl/glut.h to support glut programs on
- Windows that do not use Mesa.
-
-- new command line build target: all.debug
-
- Builds all DLL files and test programs in release, then debug builds,
- emplacing the requried DLL files in the EXE directories for ready test
- runs.
-
-- Expanded MESA_WGL_FX options. When setting it to instruct fxMesa to
- render windowed you may provide it a clue to your system's display, or
- instruct it to try to detect the pixel format. This information is used
- in constructing the windowed-rendering hack to try for optimal
- performance, such as it is. You specify this by adding one of the
- following tags in the envvar prefixed by a colon.
-
- noconv - does not do any pixel format conversion
- This is synonymous to '16bgr'.
- 16bgr - uses a 16-bit RGB sequenced dib section and does no pixel
- format conversion as this is the internal format of the
- 3Dfx hardware when used by fxMesa.
- This is synonymous to 'noconv'.
- 16rgb - uses a 16-bit RGB sequenced dib section and does pixel
- format conversion each frame from the 3Dfx internal format
- to 5:6:5 RGB.
- 15rgb - uses a 16-bit RGB sequenced dib section and does pixel
- format conversion each frame from the 3Dfx internal format
- to 5:5:5 RGB.
- 15bgr - uses a 16-bit RGB sequenced dib section and does pixel
- format conversion each frame from the 3Dfx internal format
- to 5:5:5 RGB.
- 24rgb - uses a 24-bit RGB sequenced dib section and does pixel
- format conversion each frame from the 3Dfx internal format
- to 8:8:8 RGB. Also suitable for a 32-bpp display.
- 24bgr - uses a 24-bit BGR sequenced dib section and does pixel
- format conversion each frame from the 3Dfx internal format
- to 8:8:8 RGB. Also suitable for a 32-bpp display.
- query - Queries Windows for the displays pixel format and attempts
- to adjust accordingly. This query is done by using
- DirectDraw to allocate a "Primary" surface and then
- checking what that surface's pixel format is (as the Win32
- API for getting the pixel format from a window device or
- screen device context is useless as far as I have been able
- to determine). This does *NOT* mean that fxMesa is now
- requiring DDraw, however it will use it if found. This
- prevents system incompatabilities with WinNT 4SP2 and
- earlier systems.
-
- Example, put this in your AUTOEXEC.BAT to have fxMesa detect a best
- case match on context creation:
-
- set MESA_WGL_FX=windowed:query
-
- Additionally, if you wish to find out *what* it detected, you may add a
- ":logged" to this which will cause it to create/append to a file named
- FXMESAGL32.LOG whenever a context is created, e.g.:
-
- set MESA_WGL_FX=windowed:query:logged
-
- *** WARNING: Some display drivers/windows version combinations do not
- support all of the possible DIB section formats that can be
- requested, and thanks to Microsoft there is no way of detecting
- (that I have yet discovered) that the requested DIB section will
- not work and when it is utilized the application crashes.
-
- Eventually I hope to incorporate support for DirectDraw Overlay surfaces
- to facilitate less data crunch overhead when dealing with the in-window
- hack. For example: if a primary display support overlays of BGR565
- sequence then the data could be read from the 3Dfx framebuffer into a
- DDraw "System Memory" or "Non-Local Video Memory" surface - both of which
- actually reside in on-board DRAM (the latter in AGP space) which could
- then be blitted/flipped in a much faster fashion than the current DIB
- section handling.
-
- The DIB section handling will always be the default, as that's much more
- compatible since it utilizes GDI features sets that have more longevity
- to them.
-
-*** Legalese
-
-These build files are provided as-is and are submitted to be included with
-the "Mesa 3-D Graphics Library" package as (currently) maintained by Brian
-Paul. These project build files are free software; you can redistribute it
-and/or modify it under the terms of the GNU Library General Public License
-as published by the Free Software Foundation; either version 2 of the
-License, or (at your option) any later version.
-
-These project files are distributed in the hope that they will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library
-General Public License for more details.
-
-You should have received a copy of the GNU Library General Public License
-along with this library; if not, write to the Free Software Foundation,
-Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-
-*** Maintenance Responsiblity and Technical Support
-
-While these files are now part of the Mesa core distribution please do NOT
-contact Mr. Paul for help with them if you encounter problems as he can't
-help you (currently). I will, however, attempt my straightforward best in
-assisting anyone with using these files on their system. I can NOT
-guarantee instant responses owing to other responsiblities, but I do try
-dang hard to answer any mail w/in 24 hours. I may be contacted at the
-above email address for the forseeable future.
-
--Ted
-mailto://tjump@spgs.com
-http://www.i21.com/~tjump
-
-*** General Information
-
-These build files facilitate convenient building of many variants of Mesa,
-both as static link libraries (including mesaglu) and as dynamic link
-libraries that in some cases may be used as "drop-in" replacements for
-OpenGL32.DLL on both Windows95 and Windows NT.
-
-The construction of the Win32 command-line build files and projects has
-been something of a pet project of mine, and is based upon my own
-"standard" Win32 build environment as supplied by the "nmake.mif" file.
-They have been tested under Windows95 OSR2, Windows NT 4.0SP3, and Windows
-NT 5.0 beta 1. The libraries that they generated have been tested (via the
-demo programs) in a *limited* fashion on the above three systems, including
-the 3Dfx versions.
-
-The reason I went with command-line build environment instead of the more
-convenient IDE-based project files is for two reasons: 1. These appear to
-have some amount of portability between versions (the nmake syntax hasn't
-changed much since Microsoft C 7.0) while the IDE project files seem to
-change drastically each version. and 2. These are readable with any ascii
-editor and such are better self-documentation of the file relationships for
-more people such that it will facilitate supporting other Win32 compilers.
-
-While these files only deal with building for x86 targeted code it *should*
-be possible to add the necessary logic to them to build for the other MSVC
-supported CPU targets, I simply have no hardware to test them on nor the
-alternative compilers to build with.
-
-*** Prerequisites for use
-
-1. You must have a 32-bit Microsoft compiler installed. I have tested
-this with Visual C 5.0 (SP3) and Visual C 4.2, but with minor
-(possibly no) modification to the nmake.mak and nmake.mif files this
-sequence should work on Visual C 2.0 also. The workspace files
-(mesalib.dsw and mesademos-*.dsw) and their included project files
-(*.dsp) are specific to the DevStudio IDE - I have made no attempt at
-building a VC4 IDE project set as I do not use that any more. Note
-that the VC workspace files NO LONGER use NORE are dependant upon the
-nmake.mak and nmake.mif files for construction of definition (*.DEF)
-and resource (*.RC) files.
-
-*** Visual C 4.x Users Warning ****
-
-Note that early editions of VC4 do NOT have header files current enough
-for use building this code base. If you are using VC4 you will either need
-to get an update to version 4.2 *or* you may download the Platform SDK
-directly from Microsoft's web site (www.microsoft.com) and update your
-build environment that way.
-
-*** Visual C 4.x Users Warning ****
-
-2. You must have the PATH, INCLUDE, and LIB environment variables set
-properly. With VC5 you can easily get this by executing the VCVARS32.BAT
-file that was created for you upon installation. It is found in the
-DevStudio\VC\BIN directory, wherever you installed DevStudio. VC4 provides
-a similar batch file in it's BIN directory also.
-
-3. (optional) If you're going to build for 3Dfx/Voodoo you will need to
-have previously installed the Glide SDK version 2.3 or later, if I
-recall. This may be retrieved from www.3dfx.com for no money and some
-download time. ;-) These build files assume that you have the Glide SDK
-added to the respective environment variables (LIB and INCLUDE).
-
-4. (optional) If you're going to build for S3/Virge you will need the S3
-Developers Toolkit which may be downloaded from www.s3.com for the price of
-registering on-line and some time. NOTE: I can build the s3mesa.dll file to
-completion, however the compilation of s3mesa.c currently generates a large
-amount of compiler warnings and between that and the fact that I can not at
-all test it I can make no claims to it's ability to execute. Again, like
-the 3Dfx version before this, these build files assume you have the S3Dtk H
-and LIB files in the path of their respective environment variables.
-Note 2: As of Mesa3.0beta6 I have build files, both command-line and IDE,
-which should be able to build the s3mesa code base if it weren't for updates
-being required in the S3 DD code support (Mesa-3.0/src/s3 directory).
-
-I advise putting any include and lib files for secondary toolkits (Glide,
-S3Tk, whatever) in their respective environment variables *before* the
-Microsoft-assigned default values.
-
-*** FAQ: Frequenty Asked Questions and Other Important Information ***
-
-- When running the 3Dfx demos under Windows NT, they crash on exit, what's
- up?
-
- This is apparently a problem in Glide itself. The workaround is to go to
- your C:\WINNT\SYSTEM32 directory and rename the file FXOEM2X.DLL to
- FXOEM2X.DL_ to prevent Glide from loading and initializing it upon
- startup. This is known to be an issue with cards that do not have "TV
- out" and is known to cause crashes on Diamond Monster II 8M and 3Dfx
- Reference boards, all using 3Dfx Reference Drivers version 2.53. Other
- hardware/driver combinations will also likely exhibit this behavior.
-
-- I'm having a problem building Mesa for static library linking.
-
- This was caused by some incomplete testing on my part, and a fix is now
- available in the form of an add-on to the base Mesa 3.0 release. The
- file to get is:
-
- via FTP download from: iris.ssec.wisc.edu
- you want to go here: /pub/Mesa/patches_to_3.0/
- you want to get file: Mesa-3.0-w32-static-fixes.tar.gz
-
- This required a minor addition to INCLUDE/GL for a clean solution, the
- file "include/gl/mesa_wgl.h" is automatically included by
- "include/gl/gl.h" when a Win32 non-DLL build is in progress to provide
- prototypes for the various wgl functions.
-
- The only remaining hitch in this setup is that the 3Dfx build is not yet
- running as a static build, because of problems with conflicts in
- existance of the various GDI functions like ChoosePixelFormat,
- etc. *sigh*
-
- Anyway, the "allstatic" target now works as expected and builds all
- book/sample/demos programs to boot. ;^)
-
-- How do I get fxMesa to render in a window on the desktop instead of only
- full-screen?
-
- Use the Microsoft Windows fxMesa-in-a-window hack!
-
- Seriously, if you want fxMesaGL to render using the 3Dfx Voodoo1 or
- Voodoo2 hardware into a window on the desktop then all you need to do is
- set the MESA_WGL_FX environment variable to anything other than
- "fullscreen" and it will render into a window. If you wish to go
- fullscreen then you only need to NOT have the environment variable, or
- have it set to "fullscreen". You may also switch at runtime between
- fullscreen-mode and windowed by pressing ALT-ENTER on the keyboard
- (unless the application using Mesa does something with those keystrokes,
- of course).
-
- As of 8/13/98 this should be running a LOT better for more people as a
- low-compatability item was cleaned up which prevented it from working on
- many (most?) display drivers under Windows 9x.
-
-- I have my 3Dfx card hooked to it's own monitor and I want the output to
- 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.
-
-- I want to run the Mesa demos on my Intel740 card using it's own OpenGL
- acceleration, how do I do this?
-
- Build GLUT standalone for use with system OpenGL and GLU drivers!
-
- 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"
- 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.
-
-*** 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.
-
-- demos/glutfx - runs, but crashes on exit (but not on my Intel740 machine)
-
-- 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.
-
-- book/aaindex - doesn't run, can't get pixel format, because it wants an
- INDEX display maybe (but is okay on my Intel740 machine)?
-
-- most of the book/* demos don't respond to ESC being pressed.
-
-- 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.
-
-- 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).
-
-- These files build with the code targeted for Pentium processors and
- 8-byte structure padding.
-
-- 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
- change the lines that look like this (they start o/a line 116):
-
- # Currently, Mesa is at rev 3.1 ...
- #
- !IF "$(MESAVER)" == ""
- MESAVER=3.1
- !ENDIF
-
- # used in building all of the resource files for the Mesa DLLs
- #
- !IF "$(MESAFILEVER)" == ""
- 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.
-
-- To enable use of MMX instructions by the VC5 compiler you may add the
- "USE_MMX=1" option to the NMAKE command line, or edit the default in the
- NMAKE.MAK file. This does appear to have some affect on the performance
- on the library and does not seem to harm it in any way *but* I have done
- *no* verification of this. I have an MMX processor so I figured what the
- heck. This option is only available with VC5 when building from the
- command line.
-
- This is probably required if you are going to modify the code to include
- inline MMX instructions though.
-
-- 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_MMX=1 or USE_MMX=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
+
+ Mesa/Readme.win32
+
+ Last Updated: Friday, July 9th, 1999 - tjump@tertius.com
+
+*** What's New
+
+- Updated for Mesa 3.1beta2/CVS.
+
+- DevStudio projects suspended for compatability reasons: projects modified
+ by DevStudio 6 are not compatible with DevStudio 5.
+
+- Build environment change: The Glide SDK is no longer assumed to be in
+ the global INCLUDE/LIB environment vars, it is required that you set the
+ value 'GLIDE2X' as either an environment variable pointing to your Glide
+ SDK install directory or that you configure that as a build option to
+ nmake.exe when building fxmesagl32. Examples:
+
+ nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x fxmesagl32
+
+ <or>
+
+ nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x allfx
+
+ <or>
+
+ nmake /f nmake.mak GLIDE2X=g:\sdk\glide2x progs.3dfx.demos
+
+ The DevStudio workspace files for 3Dfx OpenGL require the definition of
+ GLIDE2SDK as an environment variable pointing to where your copy of the
+ Glide SDK has been installed. Adding this to your AUTOEXEC.BAT would do
+ so (change the directories to match):
+
+ SET GLIDE2SDK=G:\SDK\GLIDE2X
+
+*** Legalese
+
+These build files are provided as-is and are submitted to be included with
+the "Mesa 3-D Graphics Library" package as (currently) maintained by Brian
+Paul. These project build files are free software; you can redistribute it
+and/or modify it under the terms of the GNU Library General Public License
+as published by the Free Software Foundation; either version 2 of the
+License, or (at your option) any later version.
+
+These project files are distributed in the hope that they will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library
+General Public License for more details.
+
+You should have received a copy of the GNU Library General Public License
+along with this library; if not, write to the Free Software Foundation,
+Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+
+*** Maintenance Responsiblity and Technical Support
+
+While these files are now part of the Mesa core distribution please do NOT
+contact Mr. Paul for help with them if you encounter problems as he can't
+help you (currently). I will, however, attempt my straightforward best in
+assisting anyone with using these files on their system. I can NOT
+guarantee instant responses owing to other responsiblities, but I do try
+dang hard to answer any mail w/in 24 hours. I may be contacted at the
+above email address for the forseeable future.
+
+-Ted
+mailto://tjump@tertius.com
+http://www.tertius.com/tjump
+
+*** General Information
+
+These build files facilitate convenient building of many variants of Mesa,
+both as static link libraries (including mesaglu) and as dynamic link
+libraries that in some cases may be used as "drop-in" replacements for
+OpenGL32.DLL on both Windows95 and Windows NT.
+
+The construction of the Win32 command-line build files and projects has
+been something of a pet project of mine, and is based upon my own
+"standard" Win32 build environment as supplied by the "nmake.mif" file.
+They have been tested under Windows95 OSR2, Windows NT 4.0SP3, and Windows
+NT 5.0 beta 1. The libraries that they generated have been tested (via the
+demo programs) in a *limited* fashion on the above three systems, including
+the 3Dfx versions.
+
+The reason I went with command-line build environment instead of the more
+convenient IDE-based project files is for two reasons: 1. These appear to
+have some amount of portability between versions (the nmake syntax hasn't
+changed much since Microsoft C 7.0) while the IDE project files seem to
+change drastically each version. and 2. These are readable with any ascii
+editor and such are better self-documentation of the file relationships for
+more people such that it will facilitate supporting other Win32 compilers.
+
+While these files only deal with building for x86 targeted code it *should*
+be possible to add the necessary logic to them to build for the other MSVC
+supported CPU targets, I simply have no hardware to test them on nor the
+alternative compilers to build with.
+
+*** Prerequisites for use
+
+1. You must have a 32-bit Microsoft compiler installed. I have tested
+this with Visual C 5.0 (SP3) and Visual C 4.2, but with minor
+(possibly no) modification to the nmake.mak and nmake.mif files this
+sequence should work on Visual C 2.0 also. The workspace files
+(mesalib.dsw and mesademos-*.dsw) and their included project files
+(*.dsp) are specific to the DevStudio IDE - I have made no attempt at
+building a VC4 IDE project set as I do not use that any more. Note
+that the VC workspace files NO LONGER use NORE are dependant upon the
+nmake.mak and nmake.mif files for construction of definition (*.DEF)
+and resource (*.RC) files.
+
+*** Visual C 4.x Users Warning ****
+
+Note that early editions of VC4 do NOT have header files current enough
+for use building this code base. If you are using VC4 you will either need
+to get an update to version 4.2 *or* you may download the Platform SDK
+directly from Microsoft's web site (www.microsoft.com) and update your
+build environment that way.
+
+*** Visual C 4.x Users Warning ****
+
+2. You must have the PATH, INCLUDE, and LIB environment variables set
+properly. With VC5 you can easily get this by executing the VCVARS32.BAT
+file that was created for you upon installation. It is found in the
+DevStudio\VC\BIN directory, wherever you installed DevStudio. VC4 provides
+a similar batch file in it's BIN directory also.
+
+3. (optional) If you're going to build for 3Dfx/Voodoo you will need to
+have previously installed the Glide SDK version 2.3 or later, if I
+recall. This may be retrieved from www.3dfx.com for no money and some
+download time. ;-) These build files assume that you have the Glide SDK
+added to the respective environment variables (LIB and INCLUDE).
+
+4. (optional) If you're going to build for S3/Virge you will need the S3
+Developers Toolkit which may be downloaded from www.s3.com for the price of
+registering on-line and some time. NOTE: I can build the s3mesa.dll file to
+completion, however the compilation of s3mesa.c currently generates a large
+amount of compiler warnings and between that and the fact that I can not at
+all test it I can make no claims to it's ability to execute. Again, like
+the 3Dfx version before this, these build files assume you have the S3Dtk H
+and LIB files in the path of their respective environment variables.
+Note 2: As of Mesa3.0beta6 I have build files, both command-line and IDE,
+which should be able to build the s3mesa code base if it weren't for updates
+being required in the S3 DD code support (Mesa-3.0/src/s3 directory).
+
+I advise putting any include and lib files for secondary toolkits (Glide,
+S3Tk, whatever) in their respective environment variables *before* the
+Microsoft-assigned default values.
+
+*** FAQ: Frequenty Asked Questions and Other Important Information ***
+
+- When running the 3Dfx demos under Windows NT, they crash on exit, what's
+ up?
+
+ This is apparently a problem in Glide itself. The workaround is to go to
+ your C:\WINNT\SYSTEM32 directory and rename the file FXOEM2X.DLL to
+ FXOEM2X.DL_ to prevent Glide from loading and initializing it upon
+ startup. This is known to be an issue with cards that do not have "TV
+ out" and is known to cause crashes on Diamond Monster II 8M and 3Dfx
+ Reference boards, all using 3Dfx Reference Drivers version 2.53. Other
+ hardware/driver combinations will also likely exhibit this behavior.
+
+- I'm having a problem building Mesa for static library linking.
+
+ This was caused by some incomplete testing on my part, and a fix is now
+ available in the form of an add-on to the base Mesa 3.0 release. The
+ file to get is:
+
+ via FTP download from: iris.ssec.wisc.edu
+ you want to go here: /pub/Mesa/patches_to_3.0/
+ you want to get file: Mesa-3.0-w32-static-fixes.tar.gz
+
+ This required a minor addition to INCLUDE/GL for a clean solution, the
+ file "include/gl/mesa_wgl.h" is automatically included by
+ "include/gl/gl.h" when a Win32 non-DLL build is in progress to provide
+ prototypes for the various wgl functions.
+
+ The only remaining hitch in this setup is that the 3Dfx build is not yet
+ running as a static build, because of problems with conflicts in
+ existance of the various GDI functions like ChoosePixelFormat,
+ etc. *sigh*
+
+ Anyway, the "allstatic" target now works as expected and builds all
+ book/sample/demos programs to boot. ;^)
+
+- How do I get fxMesa to render in a window on the desktop instead of only
+ full-screen?
+
+ Use the Microsoft Windows fxMesa-in-a-window hack!
+
+ Seriously, if you want fxMesaGL to render using the 3Dfx Voodoo1 or
+ Voodoo2 hardware into a window on the desktop then all you need to do is
+ set the MESA_WGL_FX environment variable to anything other than
+ "fullscreen" and it will render into a window. If you wish to go
+ fullscreen then you only need to NOT have the environment variable, or
+ have it set to "fullscreen". You may also switch at runtime between
+ fullscreen-mode and windowed by pressing ALT-ENTER on the keyboard
+ (unless the application using Mesa does something with those keystrokes,
+ of course).
+
+ As of 8/13/98 this should be running a LOT better for more people as a
+ low-compatability item was cleaned up which prevented it from working on
+ many (most?) display drivers under Windows 9x.
+
+- I have my 3Dfx card hooked to it's own monitor and I want the output to
+ 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.
+
+- I want to run the Mesa demos on my Intel740 card using it's own OpenGL
+ acceleration, how do I do this?
+
+ Build GLUT standalone for use with system OpenGL and GLU drivers!
+
+ 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"
+ 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.
+
+*** 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.
+
+- demos/glutfx - runs, but crashes on exit (but not on my Intel740 machine)
+
+- 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.
+
+- book/aaindex - doesn't run, can't get pixel format, because it wants an
+ INDEX display maybe (but is okay on my Intel740 machine)?
+
+- most of the book/* demos don't respond to ESC being pressed.
+
+- 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.
+
+- 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).
+
+- These files build with the code targeted for Pentium processors and
+ 8-byte structure padding.
+
+- 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
+ change the lines that look like this (they start o/a line 116):
+
+ # Currently, Mesa is at rev 3.1 ...
+ #
+ !IF "$(MESAVER)" == ""
+ MESAVER=3.1
+ !ENDIF
+
+ # used in building all of the resource files for the Mesa DLLs
+ #
+ !IF "$(MESAFILEVER)" == ""
+ 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 \ No newline at end of file