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Chip: Special Computer Graphics & Animation
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povray
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ibmpc
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ibmwat3.mak
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Makefile
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1994-02-06
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4KB
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126 lines
# IBM Makefile for Persistence of Vision Raytracer for Watcom "C32" for DOS
# Version 9.5a.
# For use with the Watcom C protected mode compiler on the IBM-PC
# Note for the IBM Version:
# The LIB path below will need to be chaged to suite your specific system.
# If you change this the two .LNK files will also need to be changed.
# The system environment variable CMODEL also may be defined for the memory
# model of the compiler. This makefile uses the flat memory model.
#
# Thanks to Carl Peterson for providing fixes for Watcom & VESA & DPMI
# environments.
#
# --- B. Pulver 1/94
#
# MAKE Macros and Such...
#
CMODEL =f
LIB =D:\WATCOM\386lib
CC =wcc386
OBJ =obj
MACHINE_OBJ = ibm.$(OBJ)
LINKER =wlink
# Use Watcom suggested "performance" options.
CFLAGS =/m$(CMODEL) /omaxnet /zp4 /5r
# MS's NMAKE implicit rules for making an .OBJ file from a .C file...
#
# The second command converts debugging info from Watcom's to Turbo Debugger's
# if you want to use it instead of Video.
.c.obj :
$(CC) $(CFLAGS) -oxamt $*.c
# w2td $*.obj
F1 = povray.$(OBJ) bezier.$(OBJ) blob.$(OBJ) bound.$(OBJ) boxes.$(OBJ)
F2 = camera.$(OBJ) colour.$(OBJ) cones.$(OBJ) csg.$(OBJ) discs.$(OBJ)
F3 = dump.$(OBJ) express.$(OBJ) gifdecod.$(OBJ) gif.$(OBJ) hfield.$(OBJ)
F4 = iff.$(OBJ) image.$(OBJ) lighting.$(OBJ) matrices.$(OBJ) normal.$(OBJ)
F5 = objects.$(OBJ) parse.$(OBJ) pigment.$(OBJ) planes.$(OBJ) point.$(OBJ)
F6 = poly.$(OBJ) quadrics.$(OBJ) raw.$(OBJ) ray.$(OBJ) render.$(OBJ)
F7 = spheres.$(OBJ) targa.$(OBJ) texture.$(OBJ) tokenize.$(OBJ)
F8 = triangle.$(OBJ) txttest.$(OBJ) vect.$(OBJ) $(MACHINE_OBJ)
PVOBJS = $(F1) $(F2) $(F3) $(F4) $(F5) $(F6) $(F7) $(F8)
# POV-Ray Specific Dependencies
#
povray.exe : $(PVOBJS)
$(LINKER) @ibmwat3.lnk
#
# Specific module/header dependencies for PV-Ray:
#
povray.$(OBJ) : povray.c povproto.h frame.h vector.h config.h
bezier.$(OBJ) : bezier.c povproto.h frame.h vector.h config.h
blob.$(OBJ) : blob.c povproto.h frame.h config.h
bound.$(OBJ) : bound.c povproto.h frame.h vector.h config.h
boxes.$(OBJ) : boxes.c povproto.h frame.h config.h
camera.$(OBJ) : camera.c povproto.h frame.h vector.h config.h
colour.$(OBJ) : colour.c povproto.h frame.h config.h
cones.$(OBJ) : cones.c povproto.h frame.h vector.h config.h
csg.$(OBJ) : csg.c povproto.h frame.h vector.h config.h
discs.$(OBJ) : discs.c povproto.h frame.h vector.h config.h
express.$(OBJ) : express.c povproto.h frame.h config.h parse.h
gifdecod.$(OBJ) : gifdecod.c povproto.h frame.h config.h
gif.$(OBJ) : gif.c povproto.h frame.h config.h
hfield.$(OBJ) : hfield.c povproto.h frame.h vector.h config.h
ibm.$(OBJ) : ibm.c povproto.h frame.h config.h
iff.$(OBJ) : iff.c povproto.h frame.h config.h
image.$(OBJ) : image.c povproto.h frame.h vector.h config.h texture.h
lighting.$(OBJ) : lighting.c povproto.h frame.h vector.h config.h
matrices.$(OBJ) : matrices.c povproto.h frame.h vector.h config.h
normal.$(OBJ) : normal.c povproto.h frame.h vector.h config.h texture.h
objects.$(OBJ) : objects.c povproto.h frame.h vector.h config.h
parse.$(OBJ) : parse.c povproto.h frame.h config.h parse.h
pigment.$(OBJ) : pigment.c povproto.h frame.h vector.h config.h texture.h
planes.$(OBJ) : planes.c povproto.h frame.h vector.h config.h
poly.$(OBJ) : poly.c povproto.h frame.h vector.h config.h
quadrics.$(OBJ) : quadrics.c povproto.h frame.h vector.h config.h
raw.$(OBJ) : raw.c povproto.h frame.h config.h
ray.$(OBJ) : ray.c povproto.h frame.h vector.h config.h
render.$(OBJ) : render.c povproto.h frame.h vector.h config.h
spheres.$(OBJ) : spheres.c povproto.h frame.h vector.h config.h
texture.$(OBJ) : texture.c povproto.h frame.h vector.h config.h texture.h
tokenize.$(OBJ) : tokenize.c povproto.h frame.h config.h
triangle.$(OBJ) : triangle.c povproto.h frame.h vector.h config.h
txttest.$(OBJ) : txttest.c povproto.h frame.h vector.h config.h texture.h
vect.$(OBJ) : vect.c povproto.h frame.h config.h