Also did some Refactoring for Classes that implement and use INativeBuffer. The memory usage reduction for rendertargets resulted in some refactoring of the directx texture classes. Also added DebugNames for some DirectX resources in case of a debug build.
85 lines
3.7 KiB
XML
85 lines
3.7 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{E1A73436-CD1C-41B8-9295-8F1C20740063}</ProjectGuid>
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>AlphaTestEffectSample</RootNamespace>
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<AssemblyName>AlphaTestEffectSample</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<UseVSHostingProcess>false</UseVSHostingProcess>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<PlatformTarget>AnyCPU</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup>
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<RunPostBuildEvent>Always</RunPostBuildEvent>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="ANX.Framework">
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<HintPath>..\..\bin\Debug\ANX.Framework.dll</HintPath>
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</Reference>
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<Reference Include="ANX.InputDevices.Windows.XInput">
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<HintPath>..\..\bin\Debug\ANX.InputDevices.Windows.XInput.dll</HintPath>
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</Reference>
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<Reference Include="ANX.InputSystem.Standard">
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<HintPath>..\..\bin\Debug\ANX.InputSystem.Standard.dll</HintPath>
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</Reference>
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<Reference Include="ANX.PlatformSystem.Windows">
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<HintPath>..\..\bin\Debug\ANX.PlatformSystem.Windows.dll</HintPath>
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</Reference>
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<Reference Include="ANX.RenderSystem.Windows.DX10">
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<HintPath>..\..\bin\Debug\ANX.RenderSystem.Windows.DX10.dll</HintPath>
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</Reference>
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<Reference Include="ANX.SoundSystem.Windows.XAudio">
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<HintPath>..\..\bin\Debug\ANX.SoundSystem.Windows.XAudio.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="Microsoft.CSharp" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Game1.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<Content Include="anx.ico" />
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<Content Include="GameThumbnail.png" />
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</ItemGroup>
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<ItemGroup>
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<None Include="app.config" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>xcopy $(ProjectDir)..\SampleContent\bin\$(ConfigurationName) $(TargetDir)SampleContent\ /D /E /Y</PostBuildEvent>
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</PropertyGroup>
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project> |