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-rw-r--r--doc/HowToBuild.html2
-rw-r--r--make/build.xml15
-rw-r--r--make/jogl.properties2
-rw-r--r--make/stub_includes/win32/windows.h2
-rw-r--r--src/native/jogl/InternalBufferUtils.c2
5 files changed, 16 insertions, 7 deletions
diff --git a/doc/HowToBuild.html b/doc/HowToBuild.html
index 253b026c3..caa6a027f 100644
--- a/doc/HowToBuild.html
+++ b/doc/HowToBuild.html
@@ -26,7 +26,7 @@ OpenGL binding from a fresh copy of the source distribution:
<LI> <B>Copy and edit jogl.properties:</B> <br>
Copy <b>make/jogl.properties</b> into your home directory (pointed to by the Java system property <b>user.home</b>). <br>
- Edit the copy to change any settings that are necessary, in particular the setting of win32.c.compiler on Windows platforms (one of "vc6", "vc7", "vc8", or "mingw").
+ Edit the copy to change any settings that are necessary, in particular the setting of win32.c.compiler on Windows platforms (one of "vc6", "vc7", "vc8", "vc8_x64", or "mingw"). Note that on Windows 64-bit platforms the Professional edition of the Microsoft compilers is required.
<UL>
<LI>The Windows build requires one of Microsoft Visual C++ 6, 7 (Visual Studio .NET), 8 (Microsoft Visual C++ 2005) or the free MinGW (<a href="http://www.mingw.org/">http://www.mingw.org/</a>) compilers to be installed. Choose the appropriate setting of win32.c.compiler for the compiler being used. The C compiler executable (cl.exe, gcc.exe) must be in your PATH; see below.
<LI> When building with VC6, VC7, or VC8, you must first run the <code>vcvars32.bat</code> environment variable setup script from the appropriate version of Visual C++. The Windows C compiler you choose in jogl.properties (i.e., <code>win32.c.compiler=vc6</code>) must match the version of the compiler from which you executed <code>vcvars32.bat</code>. No error checking is done on the compiler version used, so please be careful.
diff --git a/make/build.xml b/make/build.xml
index 4a1f2d75a..93a988b80 100644
--- a/make/build.xml
+++ b/make/build.xml
@@ -287,13 +287,19 @@
<property name="linker.cfg.id.core" value="linker.cfg.win32.msvc" />
</target>
+ <target name="declare.win32.vc8_x64" if="isVC8_X64">
+ <echo message="Win32.VC8_X64" />
+ <property name="compiler.cfg.id" value="compiler.cfg.win32.msvc" />
+ <property name="linker.cfg.id.core" value="linker.cfg.win32.msvc" />
+ </target>
+
<target name="declare.win32.mingw" if="isMingW">
<echo message="Win32.MingW" />
<property name="compiler.cfg.id" value="compiler.cfg.win32.mingw" />
<property name="linker.cfg.id.core" value="linker.cfg.win32.mingw" />
</target>
- <target name="declare.win32" depends="declare.win32.vc6,declare.win32.vc7,declare.win32.vc8,declare.win32.mingw" if="isWindows">
+ <target name="declare.win32" depends="declare.win32.vc6,declare.win32.vc7,declare.win32.vc8,declare.win32.vc8_x64,declare.win32.mingw" if="isWindows">
<!-- Set platform configuration files. -->
<property name="gl.cfg" value="${config}/gl-win32.cfg" />
<property name="gl.cfg.nsig" value="${config}/gl-win32-nsig.cfg" />
@@ -804,7 +810,10 @@
<linker id="linker.cfg.win32.msvc" name="msvc" incremental="false">
<linkerarg value="/OPT:REF,ICF" /> <!-- enable link-time optimisations -->
<linkerarg value="/SUBSYSTEM:WINDOWS" /> <!-- output is not a console app as uses WinMain entry point -->
- <linkerarg value="/MACHINE:IX86" /> <!-- explicity set target platform -->
+ <linkerarg value="/MACHINE:X86" if="isVC6" /> <!-- explicity set target platform -->
+ <linkerarg value="/MACHINE:X86" if="isVC7" /> <!-- explicity set target platform -->
+ <linkerarg value="/MACHINE:X86" if="isVC8" /> <!-- explicity set target platform -->
+ <linkerarg value="/MACHINE:X64" if="isVC8_X64"/> <!-- explicity set target platform (IX64) -->
<syslibset libs="opengl32, gdi32, user32, kernel32" />
@@ -960,7 +969,7 @@
</antcall>
</target>
- <target name="c.manifest" if="isVC8">
+ <target name="c.manifest" if="isVC8Family">
<!-- exec mt, the Microsoft Manifest Tool, to include DLL manifests in order to resolve the location of msvcr80.dll -->
<exec executable="mt">
<arg value="-manifest"/>
diff --git a/make/jogl.properties b/make/jogl.properties
index 8b9c6f884..298ed2759 100644
--- a/make/jogl.properties
+++ b/make/jogl.properties
@@ -14,7 +14,7 @@
# If you are building on Windows and have the Microsoft Visual C++
# compilers installed, you can choose an alternate compiler with which
# to build the JOGL native code. Valid strings here are "vc6", "vc7",
-# "vc8", and "mingw".
+# "vc8", "vc8_x64", and "mingw".
win32.c.compiler=vc6
# If you are building on a Mac OS X system supporting
diff --git a/make/stub_includes/win32/windows.h b/make/stub_includes/win32/windows.h
index e2d78deef..5f2514444 100644
--- a/make/stub_includes/win32/windows.h
+++ b/make/stub_includes/win32/windows.h
@@ -11,7 +11,7 @@
#define VOID void
typedef int BOOL;
typedef unsigned char BYTE;
-typedef unsigned long DWORD;
+typedef unsigned int DWORD;
typedef int INT;
typedef int INT32;
typedef __int64 INT64;
diff --git a/src/native/jogl/InternalBufferUtils.c b/src/native/jogl/InternalBufferUtils.c
index bb1a5580a..292d69f9d 100644
--- a/src/native/jogl/InternalBufferUtils.c
+++ b/src/native/jogl/InternalBufferUtils.c
@@ -41,7 +41,7 @@
#ifdef _MSC_VER
/* This typedef seems to be needed at least for VC6 and Visual Studio 2003 */
- #if _MSC_VER <= 1400
+ #if _MSC_VER <= 1300
typedef int intptr_t;
#endif
#else