view VisualCE/testalpha/testalpha.vcproj @ 2844:70b63882d2ef

The YCbCr texture extension works now that bytes_per_pixel() returns the correct value for YUV textures. Yay! I'm still cheering for Ryan's pixel shader instead, since once it works different shaders can handle all the YUV formats.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 06 Dec 2008 18:37:06 +0000
parents d63e9f5944ae
children c2539ff054c8
line wrap: on
line source

<?xml version="1.0" encoding="windows-1251"?>
<VisualStudioProject
	ProjectType="Visual C++"
	Version="8,00"
	Name="testalpha"
	ProjectGUID="{DF401CB3-6F70-4485-996B-B7C357CF7EE7}"
	RootNamespace="testalpha"
	>
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		<Platform
			Name="Smartphone 2003 (ARMV4)"
		/>
		<Platform
			Name="Pocket PC 2003 (ARMV4)"
		/>
		<Platform
			Name="Windows Mobile 5.0 Pocket PC SDK (ARMV4I)"
		/>
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	<ToolFiles>
	</ToolFiles>
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			OutputDirectory="$(PlatformName)\$(ConfigurationName)"
			IntermediateDirectory="$(PlatformName)\$(ConfigurationName)"
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				TypeLibraryName="$(PlatformName)\$(ConfigurationName)/testalpha.tlb"
				HeaderFileName=""
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			<Tool
				Name="VCCLCompilerTool"
				ExecutionBucket="7"
				Optimization="2"
				InlineFunctionExpansion="1"
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				PreprocessorDefinitions="_WIN32_WCE=$(CEVER);$(CePlatform);ARM;_ARM_;ARMV4;UNDER_CE=$(CEVER);UNICODE;NDEBUG"
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				AssemblerListingLocation="$(PlatformName)\$(ConfigurationName)/"
				ObjectFile="$(PlatformName)\$(ConfigurationName)/"
				ProgramDataBaseFileName="$(PlatformName)\$(ConfigurationName)/"
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				LinkIncremental="1"
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				StackCommitSize="4096"
				EntryPointSymbol="WinMainCRTStartup"
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			<Tool
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				Name="VCPostBuildEventTool"
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				OutputFile="$(PlatformName)\$(ConfigurationName)/testalpha.bsc"
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				TargetEnvironment="1"
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