anx.framework/RenderSystems/ANX.Framework.GL3/ANX.RenderSystem.GL3_Linux.csproj

82 lines
3.5 KiB
XML
Raw Normal View History

<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{EB8258E0-6741-4DB9-B756-1EBDF67B1ED6}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>ANX.RenderSystem.GL3</RootNamespace>
<AssemblyName>ANX.RenderSystem.GL3</AssemblyName>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>..\..\bin\Debug\</OutputPath>
<DefineConstants>XNAEXT;DEBUG;TRACE;LINUX;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x86</PlatformTarget>
<GenerateSerializationAssemblies>Auto</GenerateSerializationAssemblies>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>..\bin\Release\</OutputPath>
<DefineConstants>XNAEXT;TRACE;LINUX;</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<PlatformTarget>x86</PlatformTarget>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<Reference Include="OpenTK">
<HintPath>..\..\lib\OpenTK\OpenTK.dll</HintPath>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="BlendStateGL3.cs" />
<Compile Include="Creator.cs" />
<Compile Include="Helpers\DatatypesMapping.cs" />
<Compile Include="DepthStencilStateGL3.cs" />
<Compile Include="EffectGL3.cs" />
<Compile Include="EffectParameterGL3.cs" />
<Compile Include="EffectPassGL3.cs" />
<Compile Include="EffectTechniqueGL3.cs" />
<Compile Include="ErrorHelper.cs" />
<Compile Include="GraphicsDeviceWindowsGL3.cs" />
<Compile Include="Helpers\GraphicsResourceManager.cs" />
<Compile Include="Helpers\LinuxInterop.cs" />
<Compile Include="Helpers\WindowsInterop.cs" />
<Compile Include="IndexBufferGL3.cs" />
<Compile Include="OcclusionQueryGL3.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="RasterizerStateGL3.cs" />
<Compile Include="RenderTarget2DGL3.cs" />
<Compile Include="SamplerStateGL3.cs" />
<Compile Include="ShaderAttributeGL3.cs" />
<Compile Include="ShaderByteCode.cs" />
<Compile Include="ShaderData.cs" />
<Compile Include="ShaderHelper.cs" />
<Compile Include="SupportedPlatformsImpl.cs" />
<Compile Include="Texture2DGL3.cs" />
<Compile Include="VertexBufferGL3.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<PropertyGroup>
<PreBuildEvent></PreBuildEvent>
</PropertyGroup>
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>