README_FEATURES_MSVC.md: Mention about enabling EGL

...in a more automated way, since the NMake Makefiles now support doing so.
This commit is contained in:
Chun-wei Fan
2022-08-05 19:08:30 +08:00
parent 8a999cad56
commit 6dc2710a70

View File

@@ -35,10 +35,20 @@ do so, please do the following:
Build and install, making sure the headers and .lib can be located by the
compiler and linker respectively.
* Open the `vsX/gtk+.sln`, and open the project properties in the
`gdk3-win32` project. Under "C/C++", add `GDK_WIN32_ENABLE_EGL` in the
`Preprocessor Definitions` to the existing definitions in there for the
configuration that is being built. Then build the solution.
* Either:
* Open the `vsX/gtk+.sln`, and open the project properties in the
`gdk3-win32` project. Under "C/C++", add `GDK_WIN32_ENABLE_EGL` in
the `Preprocessor Definitions` to the existing definitions in there
for the configuration that is being built. Then build the solution.
* Or:
* Run in a Visual Studio command prompt:
Go to `$(srcroot)\win32`, and run
`nmake /f generate-msvc.mak regenerate-gdk-vsproj USE_EGL=1`.
To undo that, run that command without `USE_EGL=1`. Python 3.x
must be present in your `%PATH%` or passed in via
`PYTHON=<path_to_python_interpreter>`. This will update all
`gdk3-win32` projects (i.e. VS2008~2022).
* To force the use of the EGL code, set the envvar `GDK_GL=(...,)gles`,
where `(...,)` are the other `GDK_GL` options desired.