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author | Michel Selten <michel@mselten.demon.nl> | 2004-01-20 23:28:39 +0300 |
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committer | Michel Selten <michel@mselten.demon.nl> | 2004-01-20 23:28:39 +0300 |
commit | 2883110a549122ffaf5502626c480c12bb2312b6 (patch) | |
tree | 4e7327b4d89621513146921c72d5afaa11f52a87 /source/gameengine/Network/LoopBackNetwork | |
parent | 1942e4897ebe84a09757f998773016f18289b141 (diff) |
SCons updates: (All done by jesterKing)
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
I tried building the game engine on Linux, but I get weird errors when
building with ode. There's a dirty #include path in
Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
use_sumo, use_ode, solid_include and ode_include
Diffstat (limited to 'source/gameengine/Network/LoopBackNetwork')
-rwxr-xr-x | source/gameengine/Network/LoopBackNetwork/SConscript | 19 |
1 files changed, 19 insertions, 0 deletions
diff --git a/source/gameengine/Network/LoopBackNetwork/SConscript b/source/gameengine/Network/LoopBackNetwork/SConscript new file mode 100755 index 00000000000..a6cd3c435fa --- /dev/null +++ b/source/gameengine/Network/LoopBackNetwork/SConscript @@ -0,0 +1,19 @@ +ng_loopbacknetwork_env = Environment() + +# Import the C flags set in the SConstruct file +Import ('cflags') +Import ('cxxflags') +Import ('defines') +ng_loopbacknetwork_env.Append (CCFLAGS = cflags) +ng_loopbacknetwork_env.Append (CXXFLAGS = cxxflags) +ng_loopbacknetwork_env.Append (CPPDEFINES = defines) + +source_files = ['NG_LoopBackNetworkDeviceInterface.cpp'] + +ng_loopbacknetwork_env.Append (CPPPATH=['.', + '#source/kernel/gen_system', + '#intern/string', + '#source/gameengine/Network', + ]) + +ng_loopbacknetwork_env.Library (target='#/lib/NG_loopbacknetwork', source=source_files) |