# Microsoft Developer Studio Project File - Name="Plugin_BSPSceneManager" - Package Owner=<4> # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102 CFG=Plugin_BSPSceneManager - Win32 Debug !MESSAGE This is not a valid makefile. To build this project using NMAKE, !MESSAGE use the Export Makefile command and run !MESSAGE !MESSAGE NMAKE /f "Plugin_BSPSceneManager.mak". !MESSAGE !MESSAGE You can specify a configuration when running NMAKE !MESSAGE by defining the macro CFG on the command line. For example: !MESSAGE !MESSAGE NMAKE /f "Plugin_BSPSceneManager.mak" CFG="Plugin_BSPSceneManager - Win32 Debug" !MESSAGE !MESSAGE Possible choices for configuration are: !MESSAGE !MESSAGE "Plugin_BSPSceneManager - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE "Plugin_BSPSceneManager - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library") !MESSAGE # Begin Project # PROP AllowPerConfigDependencies 0 # PROP Scc_ProjName "" # PROP Scc_LocalPath "" CPP=cl.exe MTL=midl.exe RSC=rc.exe !IF "$(CFG)" == "Plugin_BSPSceneManager - Win32 Release" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 0 # PROP BASE Output_Dir "Release" # PROP BASE Intermediate_Dir "Release" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 0 # PROP Output_Dir "..\bin\Release" # PROP Intermediate_Dir "..\obj\Release" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "PLUGIN_BSPSCENEMANAGER_EXPORTS" /YX /FD /c # ADD CPP /nologo /MD /W3 /GX /O2 /I "..\include" /I "..\..\..\OgreMain\include" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "PLUGIN_BSPSCENEMANAGER_EXPORTS" /YX /FD /c # ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x418 /d "NDEBUG" # ADD RSC /l 0x418 /d "NDEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /machine:I386 # ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib OgreMain.lib /nologo /dll /machine:I386 /libpath:"..\..\..\OgreMain\lib\Release" # Begin Special Build Tool SOURCE="$(InputPath)" PostBuild_Cmds=copy ..\bin\Release\*.dll ..\..\..\Samples\Common\bin\Release # End Special Build Tool !ELSEIF "$(CFG)" == "Plugin_BSPSceneManager - Win32 Debug" # PROP BASE Use_MFC 0 # PROP BASE Use_Debug_Libraries 1 # PROP BASE Output_Dir "Debug" # PROP BASE Intermediate_Dir "Debug" # PROP BASE Target_Dir "" # PROP Use_MFC 0 # PROP Use_Debug_Libraries 1 # PROP Output_Dir "..\bin\Debug" # PROP Intermediate_Dir "..\obj\Debug" # PROP Ignore_Export_Lib 0 # PROP Target_Dir "" # ADD BASE CPP /nologo /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "PLUGIN_BSPSCENEMANAGER_EXPORTS" /YX /FD /GZ /c # ADD CPP /nologo /MDd /W3 /Gm /GX /ZI /Od /I "..\include" /I "..\..\..\OgreMain\include" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /D "_USRDLL" /D "PLUGIN_BSPSCENEMANAGER_EXPORTS" /YX /FD /GZ /Zm200 /c # ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32 # ADD BASE RSC /l 0x418 /d "_DEBUG" # ADD RSC /l 0x418 /d "_DEBUG" BSC32=bscmake.exe # ADD BASE BSC32 /nologo # ADD BSC32 /nologo LINK32=link.exe # ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /dll /debug /machine:I386 /pdbtype:sept # ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib OgreMain_d.lib /nologo /dll /debug /machine:I386 /pdbtype:sept /libpath:"..\..\..\OgreMain\lib\Debug" # Begin Special Build Tool SOURCE="$(InputPath)" PostBuild_Cmds=copy ..\bin\Debug\*.dll ..\..\..\Samples\Common\bin\Debug # End Special Build Tool !ENDIF # Begin Target # Name "Plugin_BSPSceneManager - Win32 Release" # Name "Plugin_BSPSceneManager - Win32 Debug" # Begin Group "Source Files" # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat" # Begin Source File SOURCE=..\src\OgreBspLevel.cpp # End Source File # Begin Source File SOURCE=..\src\OgreBspNode.cpp # End Source File # Begin Source File SOURCE=..\src\OgreBspResourceManager.cpp # End Source File # Begin Source File SOURCE=..\src\OgreBspSceneManager.cpp # End Source File # Begin Source File SOURCE=..\misc\OgreBspSceneManager.def # End Source File # Begin Source File SOURCE=..\src\OgreBspSceneManagerDll.cpp # End Source File # Begin Source File SOURCE=..\src\OgreBspSceneNode.cpp # End Source File # Begin Source File SOURCE=..\src\OgreQuake3Level.cpp # End Source File # Begin Source File SOURCE=..\src\OgreQuake3Shader.cpp # End Source File # Begin Source File SOURCE=..\src\OgreQuake3ShaderManager.cpp # End Source File # End Group # Begin Group "Header Files" # PROP Default_Filter "h;hpp;hxx;hm;inl" # Begin Source File SOURCE=..\include\OgreBspLevel.h # End Source File # Begin Source File SOURCE=..\include\OgreBspNode.h # End Source File # Begin Source File SOURCE=..\include\OgreBspPrerequisites.h # End Source File # Begin Source File SOURCE=..\include\OgreBspResourceManager.h # End Source File # Begin Source File SOURCE=..\include\OgreBspSceneManager.h # End Source File # Begin Source File SOURCE=..\include\OgreBspSceneNode.h # End Source File # Begin Source File SOURCE=..\include\OgreQuake3Level.h # End Source File # Begin Source File SOURCE=..\include\OgreQuake3Shader.h # End Source File # Begin Source File SOURCE=..\include\OgreQuake3ShaderManager.h # End Source File # Begin Source File SOURCE=..\include\OgreQuake3Types.h # End Source File # End Group # Begin Group "Resource Files" # PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe" # End Group # End Target # End Project