Link error fixed and ObjReader
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Debug/Tester.ilk
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Debug/Tester.pdb
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Debug/Tester.pdb
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@ -6,7 +6,7 @@
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// http://lolengine.net/blog/2011/3/4/fuck-you-microsoft-near-far-macros
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#include <windows.h>
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#include <D3D11.h>
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#include <d3dCompiler.h>
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#include <d3dcompiler.h>
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#pragma comment(lib, "d3d11.lib")
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#pragma comment(lib, "d3dcompiler.lib")
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@ -1,268 +1,122 @@
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#include "ObjReader.h"
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#include "Utilities.h"
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#include "..\Core\Core.h"
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#include "OBJReader.h"
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#include <sstream>
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#include <fstream>
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#include <map>
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using namespace std;
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using namespace Oyster::FileLoaders;
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using namespace Oyster;
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using namespace Oyster::Math;
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ObjReader *ObjReader::LoadFile(std::string fileName, Oyster::Math::Float4x4 transform)
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OBJReader::OBJReader()
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{
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static std::map<std::string, ObjReader *> cache;
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ObjReader *reader = NULL;
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if (cache.count(fileName))
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{
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reader = cache[fileName];
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}
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else
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{
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reader = new ObjReader();
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reader->ParseFile(fileName, transform);
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cache[fileName] = reader;
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_mPos = 0;
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_mNormal = 0;
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_mTexel = 0;
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}
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return reader;
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OBJReader::~OBJReader()
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{
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}
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ObjReader::ObjReader(void)
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void OBJReader::readOBJFile( wstring fileName )
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{
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fstream inStream;
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string typeOfData = " ";
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float vertexData;
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string face1, face2, face3;
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inStream.open( fileName, fstream::in );
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if( inStream.is_open() )
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{
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while( !inStream.eof() )
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{
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inStream >> typeOfData;
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if( typeOfData == "v" )
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{
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Oyster::Math::Float3 position;
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inStream >> vertexData;
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position.x = vertexData;
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inStream >> vertexData;
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position.y = vertexData;
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inStream >> vertexData;
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position.z = vertexData;
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_mVertexCoord.push_back( position );
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}
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ObjReader::~ObjReader(void)
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else if( typeOfData == "vt" )
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{
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Oyster::Math::Float2 texel;
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inStream >> vertexData;
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texel.x = vertexData;
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inStream >> vertexData;
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texel.y = 1 - vertexData;
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_mVertexTexture.push_back( texel );
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}
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void ObjReader::ParseFile(std::string fileName, Float4x4 transform)
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else if( typeOfData == "vn" )
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{
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ifstream input;
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input.open(fileName.c_str());
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Oyster::Math::Float3 normal;
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inStream >> vertexData;
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normal.x = vertexData;
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if(!input.is_open())
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{
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return;
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inStream >> vertexData;
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normal.y = vertexData;
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inStream >> vertexData;
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normal.z = vertexData;
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_mVertexNormal.push_back( normal );
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}
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string path;
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Utility::String::extractDirPath(path,fileName,'\\');
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std::vector<Vertex> VertexList;
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std::vector<Float3> vList;
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std::vector<Float3> nList;
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std::vector<Float2> uvList;
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Vertex vertex1, vertex2, vertex3;
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Float3 face[3];
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Float3 position, normal;
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Float2 uv;
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string s;
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while(!input.eof())
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else if( typeOfData == "f" )
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{
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getline(input,s);
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int offset = (int)s.find(' ');
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inStream >> face1;
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stringSplit( face1 );
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if(offset!=-1)
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{
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string c = s.substr(0,offset);
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addToOBJarray();
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if(c=="v")
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{
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position = readVertex(offset,s);
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vList.push_back(position);
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}
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else if(c=="vt")
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{
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uv = readUV(offset,s);
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uvList.push_back(uv);
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}
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else if(c=="vn")
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{
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normal = readNormal(offset,s);
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nList.push_back(normal);
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}
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else if(c=="f")
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{
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readFace(offset, s, face);
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inStream >> face2;
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stringSplit( face2 );
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vertex1.Position = vList[(int)face[0].x];
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vertex1.UV = uvList[(int)face[0].y];
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vertex1.Normal = nList[(int)face[0].z];
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addToOBJarray();
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vertex2.Position = vList[(int)face[1].x];
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vertex2.UV = uvList[(int)face[1].y];
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vertex2.Normal = nList[(int)face[1].z];
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inStream >> face3;
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stringSplit( face3 );
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vertex3.Position = vList[(int)face[2].x];
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vertex3.UV = uvList[(int)face[2].y];
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vertex3.Normal = nList[(int)face[2].z];
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VertexList.push_back(vertex1);
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VertexList.push_back(vertex3);
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VertexList.push_back(vertex2);
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}
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else if(c=="mtllib")
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{
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this->materials = GetMaterials(path+s.substr(offset+1));
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addToOBJarray();
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}
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}
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}
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input.close();
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inStream.close();
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}
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this->numVertices = VertexList.size();
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this->vertices = new Vertex[this->numVertices];
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for(size_t i=0;i<this->numVertices;++i)
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//Private functions
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void OBJReader::stringSplit( string strToSplit )
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{
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vertices[i].Position=Math::transformVector(Math::Float4(VertexList[i].Position,1),transform);
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vertices[i].Normal=Math::transformVector(Math::Float4(VertexList[i].Normal,0),transform);
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vertices[i].UV = VertexList[i].UV;
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}
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char delim = '/';
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string vPos, vNormal, vTexel;
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stringstream aStream(strToSplit);
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getline( aStream, vPos, delim );
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getline( aStream, vTexel, delim );
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getline( aStream, vNormal );
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_mPos = atoi( vPos.c_str() );
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_mNormal = atoi( vNormal.c_str() );
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_mTexel = atoi( vTexel.c_str() );
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}
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void ObjReader::GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &Textures)
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void OBJReader::addToOBJarray()
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{
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numVertex=(int)this->numVertices;
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(*vertex)=this->vertices;
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Textures = this->materials;
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}
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Float3 ObjReader::extract(std::string d)
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{
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Float3 data;
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int offset=(int)d.find('/');
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data.x=(float)atoi(d.substr(1,offset).c_str())-1;
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int newOffset = (int)d.find('/',offset+1);
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string d2=d.substr(offset+1,newOffset-offset-1);
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data.y=(float)atoi(d2.c_str())-1;
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offset=newOffset;
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newOffset = (int)d.find('/',offset+1);
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string d3=d.substr(offset+1,newOffset-offset-1);
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data.z=(float)atoi(d3.c_str())-1;
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return data;
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}
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Float3 ObjReader::readVertex(int offset,string s)
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{
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int newOffset = (int)s.find(' ',offset+1);
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Float3 vertex;
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string d = s.substr(offset,newOffset-offset);
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vertex.x = (float)atof(d.c_str());
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offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
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vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
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offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
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vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
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return vertex;
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}
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Float2 ObjReader::readUV(int offset,string s)
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{
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int newOffset = (int)s.find(' ',offset+1);
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Float2 uv;
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string d = s.substr(offset,newOffset-offset);
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uv.x =(float)atof(d.c_str());
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offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
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d = s.substr(offset,newOffset-offset);
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uv.y =1- (float)atof(d.c_str());
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offset=newOffset;
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return uv;
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}
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Float3 ObjReader::readNormal(int offset,string s)
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{
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int newOffset = (int)s.find(' ',offset+1);
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Float3 vertex;
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string d = s.substr(offset,newOffset-offset);
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vertex.x = (float)atof(d.c_str());
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offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
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vertex.y = (float)atof(s.substr(offset,newOffset-offset).c_str());
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offset=newOffset;
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newOffset = (int)s.find(' ',offset+1);
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vertex.z = (float)-atof(s.substr(offset,newOffset-offset).c_str());
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return vertex;
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}
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void ObjReader::readFace(int offset,string s, Oyster::Math::Float3 face[3])
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{
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int newOffset = (int)s.find(' ',offset+1);
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string point1 = s.substr(offset,newOffset-offset);
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offset = newOffset;
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newOffset = (int)s.find(' ',offset+1);
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string point2 = s.substr(offset,newOffset-offset);
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offset = newOffset;
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newOffset = (int)s.find(' ',offset+1);
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string point3 = s.substr(offset,newOffset-offset);
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face[0] = extract(point1);
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face[1] = extract(point2);
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face[2] = extract(point3);
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}
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std::map<std::string, ID3D11ShaderResourceView *> ObjReader::GetMaterials(std::string fileName)
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{
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ifstream input;
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input.open(fileName.c_str());
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std::map<std::string, ID3D11ShaderResourceView *> materials;
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ID3D11ShaderResourceView *srv;
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string texture;
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string s;
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string path;
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Utility::String::extractDirPath(path,fileName,'\\');
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if(!input.is_open())
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return materials;
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while(!input.eof())
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{
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getline(input,s);
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int offset = (int)s.find(' ');
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if(offset!=-1)
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{
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string c = s.substr(0,offset);
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if(c=="map_Kd")
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{
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texture = path+s.substr(offset+1);
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D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
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materials["Diffuse"] = srv;
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}
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if(c=="map_G")
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{
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texture = path+s.substr(offset+1);
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D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
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materials["Glow"] = srv;
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}
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if(c=="map_Ks")
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{
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texture = path+s.substr(offset+1);
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D3DX11CreateShaderResourceViewFromFile(Oyster::Core::Device,texture.c_str(), NULL, NULL, &srv, NULL);
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materials["Specular"] = srv;
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}
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}
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}
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input.close();
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return materials;
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OBJFormat temp;
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temp._d3VertexCoord = _mVertexCoord.at( _mPos - 1 );
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temp._d3VertexNormal = _mVertexNormal.at( _mNormal - 1 );
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temp._d3VertexTexture = _mVertexTexture.at( _mTexel - 1 );
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_myOBJ.push_back( temp );
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}
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@ -1,42 +1,53 @@
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#pragma once
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#include "..\Core\CoreIncludes.h"
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#include "..\Math\OysterMath.h"
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#ifndef OBJREADER_H
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#define OBJREADER_H
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#include "..\..\Misc\Utilities.h"
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#include "..\..\OysterMath\OysterMath.h"
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namespace Oyster
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{
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namespace FileLoaders
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{
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class ObjReader
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//#include <fstream>
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class OBJReader
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{
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public:
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struct Vertex
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struct OBJFormat
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{
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Oyster::Math::Float3 Position;
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Oyster::Math::Float3 Normal;
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Oyster::Math::Float2 UV;
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Oyster::Math::Float3 _d3VertexCoord;
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Oyster::Math::Float2 _d3VertexTexture;
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Oyster::Math::Float3 _d3VertexNormal;
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};
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static ObjReader *LoadFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
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ObjReader(void);
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~ObjReader(void);
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void GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &textures);
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struct OBJMaterialData
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{
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string _name;
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string _mapKd;
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float _kd[3];
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float _ka[3];
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float _tf[3];
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float _ni;
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OBJMaterialData()
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{
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_name = " ";
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_mapKd = " ";
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}
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};
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std::vector<OBJFormat> _myOBJ;
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private:
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Vertex *vertices;
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size_t numVertices;
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std::map<std::string, ID3D11ShaderResourceView *> materials;
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void ParseFile(std::string fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
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vector<Oyster::Math::Float3> _mVertexCoord, _mVertexNormal;
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vector<Oyster::Math::Float2> _mVertexTexture;
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Oyster::Math::Float3 extract(std::string d);
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Oyster::Math::Float3 readVertex(int offset,std::string s);
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Oyster::Math::Float2 readUV(int offset,std::string s);
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Oyster::Math::Float3 readNormal(int offset,std::string s);
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void readFace(int offset,std::string s, Oyster::Math::Float3 face[3]);
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int _mNrOfCoords, _mNrOfNormals, _mNrOfTexels, _mNrOfFaces;
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int _mPos, _mNormal, _mTexel;
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void stringSplit( string strToSplit );
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void addToOBJarray();
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public:
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OBJReader();
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~OBJReader();
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void readOBJFile( wstring fileName);
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std::map<std::string, ID3D11ShaderResourceView *> GetMaterials(std::string fileName);
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};
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}
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}
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#endif
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@ -69,6 +69,9 @@
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>$(WindowsSDK_IncludePath);$(VCInstallDir)atlmfc\include;$(VCInstallDir)include</IncludePath>
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<LibraryPath>$(WindowsSDK_LibraryPath_x86);$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</LibraryPath>
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<ExecutablePath>$(VCInstallDir)bin;$(WindowsSDK_ExecutablePath_x86);$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH)</ExecutablePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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<IntDir>$(SolutionDir)..\Obj\$(ProjectName)\$(PlatformShortName)\$(Configuration)\</IntDir>
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<TargetName>$(ProjectName)_$(PlatformShortName)D</TargetName>
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<IncludePath>$(WindowsSDK_IncludePath);$(VCInstallDir)atlmfc\include;$(VCInstallDir)include</IncludePath>
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<LibraryPath>$(WindowsSDK_LibraryPath_x86);$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</LibraryPath>
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<ExecutablePath>$(VCInstallDir)bin;$(WindowsSDK_ExecutablePath_x86);$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH)</ExecutablePath>
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<ReferencePath>$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</ReferencePath>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<OutDir>$(SolutionDir)..\External\Lib\$(ProjectName)\</OutDir>
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@ -101,7 +108,7 @@
|
|||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<AdditionalIncludeDirectories>..\OysterPhysic3D\Collision;..\OysterPhysics3D;..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\OysterMath;..\Misc;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -142,6 +149,7 @@
|
|||
<ClCompile Include="Core\Core.cpp" />
|
||||
<ClCompile Include="Core\ShaderManager.cpp" />
|
||||
<ClCompile Include="Engine.cpp" />
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp" />
|
||||
<ClCompile Include="Render\Model.cpp" />
|
||||
<ClCompile Include="Render\TextBox.cpp" />
|
||||
<ClCompile Include="Resourses\Buffers.cpp" />
|
||||
|
|
|
@ -45,6 +45,9 @@
|
|||
<ClCompile Include="Core\ShaderManager.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="FileLoader\ObjReader.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Core\Buffer.h">
|
||||
|
|
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|
@ -1,2 +1,2 @@
|
|||
#v4.0:v110:false
|
||||
Debug|Win32|C:\DanBias\Danbias\|
|
||||
Debug|Win32|C:\Users\Tobias\Documents\GitHub\Danbias\|
|
||||
|
|
|
@ -1,13 +1,17 @@
|
|||
Build started 11/15/2013 11:04:26 AM.
|
||||
1>Project "C:\DanBias\Danbias\Tester\Tester.vcxproj" on node 3 (Build target(s)).
|
||||
1>Link:
|
||||
C:\Program Files (x86)\Microsoft Visual Studio 11.0\VC\bin\link.exe /ERRORREPORT:PROMPT /OUT:"C:\DanBias\Danbias\Debug\Tester.exe" /INCREMENTAL /NOLOGO kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /MANIFEST /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /manifest:embed /DEBUG /PDB:"C:\DanBias\Danbias\Debug\Tester.pdb" /SUBSYSTEM:WINDOWS /TLBID:1 /DYNAMICBASE /NXCOMPAT /IMPLIB:"C:\DanBias\Danbias\Debug\Tester.lib" /MACHINE:X86 Debug\MainTest.obj
|
||||
C:\DanBias\External\Lib\Misc\Misc_x86D.lib
|
||||
C:\DanBias\External\Lib\OysterMath\OysterMath_x86D.lib
|
||||
C:\DanBias\External\Lib\OysterGraphics\OysterGraphics_x86D.lib
|
||||
Tester.vcxproj -> C:\DanBias\Danbias\Debug\Tester.exe
|
||||
1>Done Building Project "C:\DanBias\Danbias\Tester\Tester.vcxproj" (Build target(s)).
|
||||
Build started 2013-11-19 09:36:20.
|
||||
1>Project "C:\Users\Tobias\Documents\GitHub\Danbias\Tester\Tester.vcxproj" on node 2 (Build target(s)).
|
||||
1>InitializeBuildStatus:
|
||||
Creating "Debug\Tester.unsuccessfulbuild" because "AlwaysCreate" was specified.
|
||||
ClCompile:
|
||||
All outputs are up-to-date.
|
||||
Link:
|
||||
All outputs are up-to-date.
|
||||
Tester.vcxproj -> C:\Users\Tobias\Documents\GitHub\Danbias\Debug\Tester.exe
|
||||
FinalizeBuildStatus:
|
||||
Deleting file "Debug\Tester.unsuccessfulbuild".
|
||||
Touching "Debug\Tester.lastbuildstate".
|
||||
1>Done Building Project "C:\Users\Tobias\Documents\GitHub\Danbias\Tester\Tester.vcxproj" (Build target(s)).
|
||||
|
||||
Build succeeded.
|
||||
|
||||
Time Elapsed 00:00:00.98
|
||||
Time Elapsed 00:00:00.30
|
||||
|
|
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|
@ -41,6 +41,9 @@
|
|||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
<IncludePath>$(WindowsSDK_IncludePath);$(VCInstallDir)atlmfc\include;$(VCInstallDir)include</IncludePath>
|
||||
<LibraryPath>$(WindowsSDK_LibraryPath_x86);$(VCInstallDir)atlmfc\lib;$(VCInstallDir)lib</LibraryPath>
|
||||
<ExecutablePath>$(VCInstallDir)bin;$(WindowsSDK_ExecutablePath_x86);$(VSInstallDir)Common7\Tools\bin;$(VSInstallDir)Common7\tools;$(VSInstallDir)Common7\ide;$(ProgramFiles)\HTML Help Workshop;$(MSBuildToolsPath32);$(VSInstallDir);$(SystemRoot)\SysWow64;$(FxCopDir);$(PATH)</ExecutablePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
|
|
Loading…
Reference in New Issue