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