ioq3/misc/msvc142/opengl2.vcxproj
Tom Kidd d82a1cb7b3 Upgrade to build and run from VS2019
- New msvc142 directory (keeping with naming after version of C compiler)
- Added SDL2.lib/SDL2main.lib back in (compiled from SDL 2.0.8 source from libsdl.org)
- Post build step to copy SDL2.dll to debug directory
2021-01-25 21:59:55 -06:00

593 lines
No EOL
40 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug TA|Win32">
<Configuration>Debug TA</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release TA|Win32">
<Configuration>Release TA</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{F7B397A4-8111-421B-A23B-B9A2CE509183}</ProjectGuid>
<RootNamespace>opengl2</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug TA|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<PlatformToolset>v142</PlatformToolset>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<PlatformToolset>v142</PlatformToolset>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<PlatformToolset>v142</PlatformToolset>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release TA|Win32'" Label="Configuration">
<ConfigurationType>DynamicLibrary</ConfigurationType>
<PlatformToolset>v142</PlatformToolset>
<UseOfMfc>false</UseOfMfc>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug TA|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release TA|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>12.0.30501.0</_ProjectFileVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release TA|Win32'">
<OutDir>..\..\build\release_ta-msvc142-x86\</OutDir>
<IntDir>..\..\build\release_ta-msvc142-x86\opengl2\</IntDir>
<LinkIncremental>false</LinkIncremental>
<TargetName>renderer_opengl2_x86</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>..\..\build\debug-msvc142-x86\</OutDir>
<IntDir>..\..\build\debug-msvc142-x86\opengl2\</IntDir>
<LinkIncremental>true</LinkIncremental>
<TargetName>renderer_opengl2_x86</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>..\..\build\release-msvc142-x86\</OutDir>
<IntDir>..\..\build\release-msvc142-x86\opengl2\</IntDir>
<LinkIncremental>false</LinkIncremental>
<TargetName>renderer_opengl2_x86</TargetName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug TA|Win32'">
<OutDir>..\..\build\debug_ta-msvc142-x86\</OutDir>
<IntDir>..\..\build\debug_ta-msvc142-x86\opengl2\</IntDir>
<LinkIncremental>true</LinkIncremental>
<TargetName>renderer_opengl2_x86</TargetName>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release TA|Win32'">
<PreBuildEvent>
<Message>Stringify GLSL files</Message>
<Command>mkdir ..\..\build\dynamic
mkdir ..\..\build\dynamic\renderergl2
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_fp.glsl ..\..\build\dynamic\renderergl2\bokeh_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_vp.glsl ..\..\build\dynamic\renderergl2\bokeh_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_fp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_vp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_fp.glsl ..\..\build\dynamic\renderergl2\depthblur_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_vp.glsl ..\..\build\dynamic\renderergl2\depthblur_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_fp.glsl ..\..\build\dynamic\renderergl2\dlight_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_vp.glsl ..\..\build\dynamic\renderergl2\dlight_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_fp.glsl ..\..\build\dynamic\renderergl2\down4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_vp.glsl ..\..\build\dynamic\renderergl2\down4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_fp.glsl ..\..\build\dynamic\renderergl2\fogpass_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_vp.glsl ..\..\build\dynamic\renderergl2\fogpass_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_fp.glsl ..\..\build\dynamic\renderergl2\generic_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_vp.glsl ..\..\build\dynamic\renderergl2\generic_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_fp.glsl ..\..\build\dynamic\renderergl2\lightall_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_vp.glsl ..\..\build\dynamic\renderergl2\lightall_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_fp.glsl ..\..\build\dynamic\renderergl2\pshadow_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_vp.glsl ..\..\build\dynamic\renderergl2\pshadow_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_fp.glsl ..\..\build\dynamic\renderergl2\shadowfill_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_vp.glsl ..\..\build\dynamic\renderergl2\shadowfill_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_fp.glsl ..\..\build\dynamic\renderergl2\shadowmask_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_vp.glsl ..\..\build\dynamic\renderergl2\shadowmask_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_fp.glsl ..\..\build\dynamic\renderergl2\ssao_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_vp.glsl ..\..\build\dynamic\renderergl2\ssao_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_fp.glsl ..\..\build\dynamic\renderergl2\texturecolor_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_vp.glsl ..\..\build\dynamic\renderergl2\texturecolor_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_fp.glsl ..\..\build\dynamic\renderergl2\tonemap_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_vp.glsl ..\..\build\dynamic\renderergl2\tonemap_vp.c
</Command>
</PreBuildEvent>
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>$(IntDir)opengl2.tlb</TypeLibraryName>
<HeaderFileName />
</Midl>
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\code\SDL2\include;..\..\code\libcurl;..\..\code\AL;..\..\code\libspeex\include;..\..\code\zlib;..\..\code\jpeg-8c;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WIN32;WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;BOTLIB;USE_ICON;USE_CURL;USE_CURL_DLOPEN;USE_OPENAL;USE_OPENAL_DLOPEN;USE_VOIP;HAVE_CONFIG_H;MISSIONPACK;USE_INTERNAL_JPEG;USE_RENDERER_DLOPEN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader />
<PrecompiledHeaderOutputFile>$(IntDir)opengl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)</AssemblerListingLocation>
<ObjectFileName>$(IntDir)</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)</ProgramDataBaseFileName>
<WarningLevel>Level4</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>CompileAsC</CompileAs>
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>user32.lib;advapi32.lib;winmm.lib;wsock32.lib;ws2_32.lib;SDL2.lib;OpenGL32.lib;msvcrt.lib;psapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)renderer_opengl2_x86.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\code\libs\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)opengl2.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>$(IntDir)opengl2.map</MapFileName>
<SubSystem>Windows</SubSystem>
<StackReserveSize>8388608</StackReserveSize>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention />
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Message>Post build processing..</Message>
<Command>rem bash -c "perl ./unix/cons -- release-TA"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<PreBuildEvent>
<Message>Stringify GLSL files</Message>
<Command>mkdir ..\..\build\dynamic
mkdir ..\..\build\dynamic\renderergl2
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_fp.glsl ..\..\build\dynamic\renderergl2\bokeh_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_vp.glsl ..\..\build\dynamic\renderergl2\bokeh_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_fp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_vp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_fp.glsl ..\..\build\dynamic\renderergl2\depthblur_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_vp.glsl ..\..\build\dynamic\renderergl2\depthblur_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_fp.glsl ..\..\build\dynamic\renderergl2\dlight_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_vp.glsl ..\..\build\dynamic\renderergl2\dlight_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_fp.glsl ..\..\build\dynamic\renderergl2\down4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_vp.glsl ..\..\build\dynamic\renderergl2\down4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_fp.glsl ..\..\build\dynamic\renderergl2\fogpass_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_vp.glsl ..\..\build\dynamic\renderergl2\fogpass_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_fp.glsl ..\..\build\dynamic\renderergl2\generic_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_vp.glsl ..\..\build\dynamic\renderergl2\generic_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_fp.glsl ..\..\build\dynamic\renderergl2\lightall_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_vp.glsl ..\..\build\dynamic\renderergl2\lightall_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_fp.glsl ..\..\build\dynamic\renderergl2\pshadow_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_vp.glsl ..\..\build\dynamic\renderergl2\pshadow_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_fp.glsl ..\..\build\dynamic\renderergl2\shadowfill_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_vp.glsl ..\..\build\dynamic\renderergl2\shadowfill_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_fp.glsl ..\..\build\dynamic\renderergl2\shadowmask_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_vp.glsl ..\..\build\dynamic\renderergl2\shadowmask_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_fp.glsl ..\..\build\dynamic\renderergl2\ssao_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_vp.glsl ..\..\build\dynamic\renderergl2\ssao_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_fp.glsl ..\..\build\dynamic\renderergl2\texturecolor_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_vp.glsl ..\..\build\dynamic\renderergl2\texturecolor_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_fp.glsl ..\..\build\dynamic\renderergl2\tonemap_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_vp.glsl ..\..\build\dynamic\renderergl2\tonemap_vp.c
</Command>
</PreBuildEvent>
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>$(IntDir)opengl2.tlb</TypeLibraryName>
<HeaderFileName />
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\code\SDL2\include;..\..\code\libcurl;..\..\code\AL;..\..\code\libspeex\include;..\..\code\zlib;..\..\code\jpeg-8c;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WIN32;WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;BOTLIB;USE_ICON;USE_CURL;USE_CURL_DLOPEN;USE_OPENAL;USE_OPENAL_DLOPEN;USE_VOIP;HAVE_CONFIG_H;USE_INTERNAL_JPEG;USE_RENDERER_DLOPEN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader />
<PrecompiledHeaderOutputFile>$(IntDir)opengl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)</AssemblerListingLocation>
<ObjectFileName>$(IntDir)</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)</ProgramDataBaseFileName>
<BrowseInformation>true</BrowseInformation>
<BrowseInformationFile>$(IntDir)</BrowseInformationFile>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>CompileAsC</CompileAs>
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<ResourceOutputFileName>winquake.res</ResourceOutputFileName>
</ResourceCompile>
<Link>
<AdditionalDependencies>user32.lib;advapi32.lib;winmm.lib;wsock32.lib;ws2_32.lib;SDL2.lib;OpenGL32.lib;msvcrt.lib;psapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)renderer_opengl2_x86.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\code\libs\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)opengl2.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>$(IntDir)opengl2.map</MapFileName>
<SubSystem>Windows</SubSystem>
<StackReserveSize>8388608</StackReserveSize>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention />
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Message>Post build processing..</Message>
<Command>rem bash -c "perl ./unix/cons -- debug"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<PreBuildEvent>
<Message>Stringify GLSL files</Message>
<Command>mkdir ..\..\build\dynamic
mkdir ..\..\build\dynamic\renderergl2
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_fp.glsl ..\..\build\dynamic\renderergl2\bokeh_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_vp.glsl ..\..\build\dynamic\renderergl2\bokeh_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_fp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_vp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_fp.glsl ..\..\build\dynamic\renderergl2\depthblur_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_vp.glsl ..\..\build\dynamic\renderergl2\depthblur_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_fp.glsl ..\..\build\dynamic\renderergl2\dlight_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_vp.glsl ..\..\build\dynamic\renderergl2\dlight_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_fp.glsl ..\..\build\dynamic\renderergl2\down4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_vp.glsl ..\..\build\dynamic\renderergl2\down4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_fp.glsl ..\..\build\dynamic\renderergl2\fogpass_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_vp.glsl ..\..\build\dynamic\renderergl2\fogpass_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_fp.glsl ..\..\build\dynamic\renderergl2\generic_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_vp.glsl ..\..\build\dynamic\renderergl2\generic_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_fp.glsl ..\..\build\dynamic\renderergl2\lightall_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_vp.glsl ..\..\build\dynamic\renderergl2\lightall_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_fp.glsl ..\..\build\dynamic\renderergl2\pshadow_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_vp.glsl ..\..\build\dynamic\renderergl2\pshadow_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_fp.glsl ..\..\build\dynamic\renderergl2\shadowfill_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_vp.glsl ..\..\build\dynamic\renderergl2\shadowfill_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_fp.glsl ..\..\build\dynamic\renderergl2\shadowmask_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_vp.glsl ..\..\build\dynamic\renderergl2\shadowmask_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_fp.glsl ..\..\build\dynamic\renderergl2\ssao_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_vp.glsl ..\..\build\dynamic\renderergl2\ssao_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_fp.glsl ..\..\build\dynamic\renderergl2\texturecolor_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_vp.glsl ..\..\build\dynamic\renderergl2\texturecolor_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_fp.glsl ..\..\build\dynamic\renderergl2\tonemap_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_vp.glsl ..\..\build\dynamic\renderergl2\tonemap_vp.c
</Command>
</PreBuildEvent>
<Midl>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>$(IntDir)opengl2.tlb</TypeLibraryName>
<HeaderFileName />
</Midl>
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<InlineFunctionExpansion>AnySuitable</InlineFunctionExpansion>
<AdditionalIncludeDirectories>..\..\code\SDL2\include;..\..\code\libcurl;..\..\code\AL;..\..\code\libspeex\include;..\..\code\zlib;..\..\code\jpeg-8c;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WIN32;WIN32;NDEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;BOTLIB;USE_ICON;USE_CURL;USE_CURL_DLOPEN;USE_OPENAL;USE_OPENAL_DLOPEN;USE_VOIP;HAVE_CONFIG_H;USE_INTERNAL_JPEG;USE_RENDERER_DLOPEN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
<PrecompiledHeader />
<PrecompiledHeaderOutputFile>$(IntDir)opengl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)</AssemblerListingLocation>
<ObjectFileName>$(IntDir)</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)</ProgramDataBaseFileName>
<WarningLevel>Level4</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<CompileAs>CompileAsC</CompileAs>
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
</ResourceCompile>
<Link>
<AdditionalDependencies>user32.lib;advapi32.lib;winmm.lib;wsock32.lib;ws2_32.lib;SDL2.lib;OpenGL32.lib;msvcrt.lib;psapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)renderer_opengl2_x86.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\code\libs\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)opengl2.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>$(IntDir)opengl2.map</MapFileName>
<SubSystem>Windows</SubSystem>
<StackReserveSize>8388608</StackReserveSize>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention />
<TargetMachine>MachineX86</TargetMachine>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug TA|Win32'">
<PreBuildEvent>
<Message>Stringify GLSL files</Message>
<Command>mkdir ..\..\build\dynamic
mkdir ..\..\build\dynamic\renderergl2
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_fp.glsl ..\..\build\dynamic\renderergl2\bokeh_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\bokeh_vp.glsl ..\..\build\dynamic\renderergl2\bokeh_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_fp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\calclevels4x_vp.glsl ..\..\build\dynamic\renderergl2\calclevels4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_fp.glsl ..\..\build\dynamic\renderergl2\depthblur_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\depthblur_vp.glsl ..\..\build\dynamic\renderergl2\depthblur_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_fp.glsl ..\..\build\dynamic\renderergl2\dlight_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\dlight_vp.glsl ..\..\build\dynamic\renderergl2\dlight_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_fp.glsl ..\..\build\dynamic\renderergl2\down4x_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\down4x_vp.glsl ..\..\build\dynamic\renderergl2\down4x_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_fp.glsl ..\..\build\dynamic\renderergl2\fogpass_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\fogpass_vp.glsl ..\..\build\dynamic\renderergl2\fogpass_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_fp.glsl ..\..\build\dynamic\renderergl2\generic_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\generic_vp.glsl ..\..\build\dynamic\renderergl2\generic_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_fp.glsl ..\..\build\dynamic\renderergl2\lightall_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\lightall_vp.glsl ..\..\build\dynamic\renderergl2\lightall_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_fp.glsl ..\..\build\dynamic\renderergl2\pshadow_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\pshadow_vp.glsl ..\..\build\dynamic\renderergl2\pshadow_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_fp.glsl ..\..\build\dynamic\renderergl2\shadowfill_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowfill_vp.glsl ..\..\build\dynamic\renderergl2\shadowfill_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_fp.glsl ..\..\build\dynamic\renderergl2\shadowmask_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\shadowmask_vp.glsl ..\..\build\dynamic\renderergl2\shadowmask_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_fp.glsl ..\..\build\dynamic\renderergl2\ssao_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\ssao_vp.glsl ..\..\build\dynamic\renderergl2\ssao_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_fp.glsl ..\..\build\dynamic\renderergl2\texturecolor_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\texturecolor_vp.glsl ..\..\build\dynamic\renderergl2\texturecolor_vp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_fp.glsl ..\..\build\dynamic\renderergl2\tonemap_fp.c
cscript.exe glsl_stringify.vbs ..\..\code\renderergl2\glsl\tonemap_vp.glsl ..\..\build\dynamic\renderergl2\tonemap_vp.c
</Command>
</PreBuildEvent>
<Midl>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MkTypLibCompatible>true</MkTypLibCompatible>
<SuppressStartupBanner>true</SuppressStartupBanner>
<TargetEnvironment>Win32</TargetEnvironment>
<TypeLibraryName>$(IntDir)opengl2.tlb</TypeLibraryName>
<HeaderFileName />
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\code\SDL2\include;..\..\code\libcurl;..\..\code\AL;..\..\code\libspeex\include;..\..\code\zlib;..\..\code\jpeg-8c;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WIN32;WIN32;_DEBUG;_WINDOWS;_CRT_SECURE_NO_DEPRECATE;BOTLIB;USE_ICON;USE_CURL;USE_CURL_DLOPEN;USE_OPENAL;USE_OPENAL_DLOPEN;USE_VOIP;HAVE_CONFIG_H;MISSIONPACK;USE_INTERNAL_JPEG;USE_RENDERER_DLOPEN;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
<PrecompiledHeader />
<PrecompiledHeaderOutputFile>$(IntDir)opengl2.pch</PrecompiledHeaderOutputFile>
<AssemblerListingLocation>$(IntDir)</AssemblerListingLocation>
<ObjectFileName>$(IntDir)</ObjectFileName>
<ProgramDataBaseFileName>$(IntDir)</ProgramDataBaseFileName>
<BrowseInformation>true</BrowseInformation>
<BrowseInformationFile>$(IntDir)</BrowseInformationFile>
<WarningLevel>Level3</WarningLevel>
<SuppressStartupBanner>true</SuppressStartupBanner>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
<CompileAs>CompileAsC</CompileAs>
<FloatingPointModel>Fast</FloatingPointModel>
</ClCompile>
<ResourceCompile>
<PreprocessorDefinitions>_DEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<Culture>0x0409</Culture>
<ResourceOutputFileName>winquake.res</ResourceOutputFileName>
</ResourceCompile>
<Link>
<AdditionalDependencies>user32.lib;advapi32.lib;winmm.lib;wsock32.lib;ws2_32.lib;SDL2.lib;OpenGL32.lib;msvcrt.lib;psapi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<OutputFile>$(OutDir)renderer_opengl2_x86.dll</OutputFile>
<SuppressStartupBanner>true</SuppressStartupBanner>
<AdditionalLibraryDirectories>..\..\code\libs\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(IntDir)opengl2.pdb</ProgramDatabaseFile>
<GenerateMapFile>true</GenerateMapFile>
<MapFileName>$(IntDir)opengl2.map</MapFileName>
<SubSystem>Windows</SubSystem>
<StackReserveSize>8388608</StackReserveSize>
<RandomizedBaseAddress>false</RandomizedBaseAddress>
<DataExecutionPrevention />
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Message>Post build processing..</Message>
<Command>rem bash -c "perl ./unix/cons -- debug-TA"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\build\dynamic\renderergl2\bokeh_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\bokeh_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\calclevels4x_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\calclevels4x_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\depthblur_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\depthblur_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\dlight_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\dlight_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\down4x_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\down4x_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\fogpass_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\fogpass_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\generic_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\generic_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\lightall_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\lightall_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\pshadow_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\pshadow_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\shadowfill_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\shadowfill_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\shadowmask_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\shadowmask_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\ssao_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\ssao_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\texturecolor_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\texturecolor_vp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\tonemap_fp.c" />
<ClCompile Include="..\..\build\dynamic\renderergl2\tonemap_vp.c" />
<ClCompile Include="..\..\code\jpeg-8c\jaricom.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcapimin.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcapistd.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcarith.c" />
<ClCompile Include="..\..\code\jpeg-8c\jccoefct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jccolor.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcdctmgr.c" />
<ClCompile Include="..\..\code\jpeg-8c\jchuff.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcinit.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcmainct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcmarker.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcmaster.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcomapi.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcparam.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcprepct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jcsample.c" />
<ClCompile Include="..\..\code\jpeg-8c\jctrans.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdapimin.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdapistd.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdarith.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdatadst.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdatasrc.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdcoefct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdcolor.c" />
<ClCompile Include="..\..\code\jpeg-8c\jddctmgr.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdhuff.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdinput.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdmainct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdmarker.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdmaster.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdmerge.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdpostct.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdsample.c" />
<ClCompile Include="..\..\code\jpeg-8c\jdtrans.c" />
<ClCompile Include="..\..\code\jpeg-8c\jerror.c" />
<ClCompile Include="..\..\code\jpeg-8c\jfdctflt.c" />
<ClCompile Include="..\..\code\jpeg-8c\jfdctfst.c" />
<ClCompile Include="..\..\code\jpeg-8c\jfdctint.c" />
<ClCompile Include="..\..\code\jpeg-8c\jidctflt.c" />
<ClCompile Include="..\..\code\jpeg-8c\jidctfst.c" />
<ClCompile Include="..\..\code\jpeg-8c\jidctint.c" />
<ClCompile Include="..\..\code\jpeg-8c\jmemmgr.c" />
<ClCompile Include="..\..\code\jpeg-8c\jmemnobs.c" />
<ClCompile Include="..\..\code\jpeg-8c\jquant1.c" />
<ClCompile Include="..\..\code\jpeg-8c\jquant2.c" />
<ClCompile Include="..\..\code\jpeg-8c\jutils.c" />
<ClCompile Include="..\..\code\qcommon\puff.c" />
<ClCompile Include="..\..\code\qcommon\q_math.c" />
<ClCompile Include="..\..\code\qcommon\q_shared.c" />
<ClCompile Include="..\..\code\renderercommon\tr_font.c" />
<ClCompile Include="..\..\code\renderercommon\tr_image_bmp.c" />
<ClCompile Include="..\..\code\renderercommon\tr_image_jpg.c" />
<ClCompile Include="..\..\code\renderercommon\tr_image_pcx.c" />
<ClCompile Include="..\..\code\renderercommon\tr_image_png.c" />
<ClCompile Include="..\..\code\renderercommon\tr_image_tga.c" />
<ClCompile Include="..\..\code\renderercommon\tr_noise.c" />
<ClCompile Include="..\..\code\renderergl2\tr_animation.c" />
<ClCompile Include="..\..\code\renderergl2\tr_backend.c" />
<ClCompile Include="..\..\code\renderergl2\tr_bsp.c" />
<ClCompile Include="..\..\code\renderergl2\tr_cmds.c" />
<ClCompile Include="..\..\code\renderergl2\tr_curve.c" />
<ClCompile Include="..\..\code\renderergl2\tr_dsa.c" />
<ClCompile Include="..\..\code\renderergl2\tr_extensions.c" />
<ClCompile Include="..\..\code\renderergl2\tr_extramath.c" />
<ClCompile Include="..\..\code\renderergl2\tr_fbo.c" />
<ClCompile Include="..\..\code\renderergl2\tr_flares.c" />
<ClCompile Include="..\..\code\renderergl2\tr_glsl.c" />
<ClCompile Include="..\..\code\renderergl2\tr_image.c" />
<ClCompile Include="..\..\code\renderergl2\tr_image_dds.c" />
<ClCompile Include="..\..\code\renderergl2\tr_init.c" />
<ClCompile Include="..\..\code\renderergl2\tr_light.c" />
<ClCompile Include="..\..\code\renderergl2\tr_main.c" />
<ClCompile Include="..\..\code\renderergl2\tr_marks.c" />
<ClCompile Include="..\..\code\renderergl2\tr_mesh.c" />
<ClCompile Include="..\..\code\renderergl2\tr_model.c" />
<ClCompile Include="..\..\code\renderergl2\tr_model_iqm.c" />
<ClCompile Include="..\..\code\renderergl2\tr_postprocess.c" />
<ClCompile Include="..\..\code\renderergl2\tr_scene.c" />
<ClCompile Include="..\..\code\renderergl2\tr_shade.c" />
<ClCompile Include="..\..\code\renderergl2\tr_shader.c" />
<ClCompile Include="..\..\code\renderergl2\tr_shade_calc.c" />
<ClCompile Include="..\..\code\renderergl2\tr_shadows.c" />
<ClCompile Include="..\..\code\renderergl2\tr_sky.c" />
<ClCompile Include="..\..\code\renderergl2\tr_subs.c" />
<ClCompile Include="..\..\code\renderergl2\tr_surface.c" />
<ClCompile Include="..\..\code\renderergl2\tr_vbo.c" />
<ClCompile Include="..\..\code\renderergl2\tr_world.c" />
<ClCompile Include="..\..\code\sdl\sdl_gamma.c" />
<ClCompile Include="..\..\code\sdl\sdl_glimp.c" />
<ClCompile Include="..\..\code\zlib\adler32.c" />
<ClCompile Include="..\..\code\zlib\crc32.c" />
<ClCompile Include="..\..\code\zlib\inffast.c" />
<ClCompile Include="..\..\code\zlib\inflate.c" />
<ClCompile Include="..\..\code\zlib\inftrees.c" />
<ClCompile Include="..\..\code\zlib\zutil.c" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\code\cgame\tr_types.h" />
<ClInclude Include="..\..\code\client\snd_local.h" />
<ClInclude Include="..\..\code\client\snd_public.h" />
<ClInclude Include="..\..\code\jpeg-6b\jchuff.h" />
<ClInclude Include="..\..\code\jpeg-6b\jconfig.h" />
<ClInclude Include="..\..\code\jpeg-6b\jdct.h" />
<ClInclude Include="..\..\code\jpeg-6b\jdhuff.h" />
<ClInclude Include="..\..\code\jpeg-6b\jerror.h" />
<ClInclude Include="..\..\code\jpeg-6b\jinclude.h" />
<ClInclude Include="..\..\code\jpeg-6b\jmemsys.h" />
<ClInclude Include="..\..\code\jpeg-6b\jmorecfg.h" />
<ClInclude Include="..\..\code\jpeg-6b\jpegint.h" />
<ClInclude Include="..\..\code\jpeg-6b\jpeglib.h" />
<ClInclude Include="..\..\code\jpeg-6b\jversion.h" />
<ClInclude Include="..\..\code\qcommon\puff.h" />
<ClInclude Include="..\..\code\qcommon\qcommon.h" />
<ClInclude Include="..\..\code\qcommon\qfiles.h" />
<ClInclude Include="..\..\code\qcommon\q_shared.h" />
<ClInclude Include="..\..\code\qcommon\surfaceflags.h" />
<ClInclude Include="..\..\code\qcommon\unzip.h" />
<ClInclude Include="..\..\code\qcommon\vm_local.h" />
<ClInclude Include="..\..\code\renderercommon\qgl.h" />
<ClInclude Include="..\..\code\renderercommon\tr_public.h" />
<ClInclude Include="..\..\code\renderergl2\tr_extramath.h" />
<ClInclude Include="..\..\code\renderergl2\tr_extratypes.h" />
<ClInclude Include="..\..\code\renderergl2\tr_fbo.h" />
<ClInclude Include="..\..\code\renderergl2\tr_local.h" />
<ClInclude Include="..\..\code\renderergl2\tr_postprocess.h" />
<ClInclude Include="..\..\code\server\server.h" />
<ClInclude Include="..\..\code\ui\ui_public.h" />
<ClInclude Include="..\..\code\win32\resource.h" />
<ClInclude Include="..\..\code\win32\win_local.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>