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- DirectX 5 Release Notes for the Platform SDK
- ----------------------------------------------
-
- Setting up your DirectX build environment
- -----------------------------------------
- To setup your DirectX build environment, edit the
- <sdkdir>\samples\graphics\directx\dxsetenv.bat
- file to point to the location of your compiler, assembler, and the location
- of the Platform SDK. Run the dxsetenv.bat batch file.
-
- Windows 95-specific libs (VC and Watcom) are installed to <sdkdir>\lib.
- Windows 95-specific libs (Borland) are installed to <sdkdir>\lib\borland.
-
- If you have problems building the samples when running under a DOS Command
- box, try using a NT DOS CMD box instead. Start\Run, Type "CMD", hit enter".
-
- If you encounter problems building samples using the default build
- environment, you may need to edit the DXSETENV.BAT file to use WINDEF.H
- released with Microsoft Visual C++ version 5.0.
-
- SDK Samples
- -----------
-
- To ensure compatability with all editors, all tabs in sample source code files
- have been replaced with spaces.
-
- All SDK samples are designed to be built in the directory they are in.
- Once your Win32 development environment is set up, you
- can go to any sample directory and do a make.
-
- There is a main make file in each sample directory:
- MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE)
-
- There are 2 ways to build each sample, debug or retail. To build a
- sample as retail with VC++, just type:
-
- nmake nodebug=1
-
- To build a sample as debug with VC++, just type:
-
- nmake
-
- There is also a master make file in the SAMPLES directory that will compile
- all the samples at once:
- MAKEFILE - for use with Microsoft VC++ 2.0 or higher (NMAKE)
-
-
- Creating a setup program for your game
- ---------------------------------------
- We have included the source code to a sample setup program for a game
- which uses the DirectX runtimes. The source for this program is located in
- <sdkdir>\samples\Graphics\DirectX\setup. Note that to build
- your own custom setup program, all you need to do is edit the copy_list
- at the start of DINSTALL.C to be your list of files, search for
- "fox", and then for "bear", and change things appropriately.
-
- Next, create a game directory that includes your files and the setup program
- you have built. Xcopy /s the <sdkdir>\redist\DirectX5\win95\directx directory to the
- root of your game directory, i.e.:
-
- XCOPY /S c:\mssdk\redist\DirectX5\win95\directx\*.* D:\FUNGAME
-
- If you are building an autorun CD title, you can copy the AUTORUN.INF at
- <sdkdir>\samples\Graphics\DirectX\setup to the root of your game directory.
- If your installation program is called SETUP.EXE, you will not have to make
- any changes to this file. If it is called something else, then you can edit
- AUTORUN.INF appropriately.
-
-
- Notes for users of Visual C++ 4.2
- ---------------------------------
- Visual C++ 4.2 includes the DX2 header files and libraries. If you are
- getting errors compiling the samples, make sure that the DX5 include
- and lib paths come before the MSVC++ 4.2 include and libs.
-
-
- Notes for users of Watcom C/C++
- -------------------------------
- Watcom C/C++ v10.6 is required to compile the DXSDK samples.
- v10.0 is not sufficient. The Microsoft Windows Platform SDK is also required
- and is expected to be in \MSTOOLS on the same drive as your DXSDK
- sample files. If the Platform SDK is elsewhere, you can set the MSTOOLS
- environment variable to point to its root directory (e.g. set
- MSTOOLS=\MSTOOLS).
-
- Change lines 408-410 of SAMPLES\WIN32.MAK from:
- libc = libc.lib oldnames.lib
- libcmt = libcmt.lib oldnames.lib
- libcdll = msvcrt.lib oldnames.lib
- to:
- libc =
- libcmt =
- libcdll =
-
- The Watcom makefiles expect the WATCOM environment variable
- to be set, as it should have been by the Watcom installation procedure.
-
- Only a subset of the samples have Watcom makefiles.
-
- Watcom and Watcom C/C++ are trademarks of Powersoft, Watcom Division.
-