From: aj <aj...@oi...> - 2005-10-13 08:45:16
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Victor wrote: > The problem is that, according to the manual in "\build\mingw32.txt",=20 > under MinGW the file "dx70_mgw.zip" is needed to compile allegro (some=20 > people prefer "dx80_mgw.zip", which works too). Without that stuff=20 > isn't actually possible to compile allegro, because all that directx=20 > things are included in the compilation, and if they're missing, the=20 > compilation fails. > =20 > What people are complaining is that should be some way to compile=20 > Allegro in MinGW without all that DirectX stuff. why ? whats the point of compiling allegro... a game library, that uses ..er..=20 DirectX as its graphics/input system. if you want to compile something to please your compiling fetish, then=20 hello_world.c is easily googleable. however if you want to compile a game library, try allegro.. it uses=20 DirectX. > =20 > Victor > =20 > Death Gauge wrote: > =20 > What the hell are you two talking about? Allegro isn't dependent on=20 > DirectX at all....well to do the fullscreen drawing on windows.=20 > Allegro is designed so that it can be compiled and used across=20 > Windows, Linux, BeOS, DOS, MacOS, Unix, QNX, etc. Different OSes use=20 > different methods Windows uses *.lib and > *.a files for the lib along with the *.dll stuff, whereas *nix systems=20 > (which I use Windows 98, XP, and Linux for my allegro programming)=20 > use *.so files (shared objects). I've been here since August 2001 and=20 > I must say you guys have to be new in order to ask a question as left=20 > fielded as that. Allegro is designed so it is able to run on its own=20 > (no other libs needed). > > -----------------------------------------------------------------------= - > Promo=E7=E3o Yahoo! Acesso Gr=E1tis: a cada hora navegada voc=EA acumul= a=20 > cupons e concorre a mais de 500 pr=EAmios! Participe!=20 > <http://us.rd.yahoo.com/mail/br/taglines/*http://yahoo.fbiz.com.br/>=20 |