This page discusses how to build the Magic Lantern SDK for Microsoft Win32 platforms using MSBuild. Instructions for building the Magic Lantern SDK for Microsoft platforms using Visual Studio can be found at SDK Build Environment using Microsoft Visual Studio.
This section identifies dependencies for building the Magic Lantern SDK.
These instructions assume the following
Set the variable MLE_HOME to reference the home of the Magic Lantern source. This document assumes that it is set to "M:\projects\MagicLantern".
Set the variable MLE_ROOT to reference the root directory where the Magic Lantern components will be installed. This document assumes that it is set to "M:/projects/MagicLantern".
Note that this variable uses the UNIX-style path delimiter ('/').
Set the variable MLE_WORKPRINTS to the root directory where Magic Lantern Digital Workprints can be located. This document assumes that it is set to //M/projects/MagicLantern.
The Magic Lantern Studio assumes that the Digital Workprints will be located under the $MLE_WORKPRINTS/workprints directory.
Note that this variable uses a canonical path style for the drive (i.e. //M/).
Set the MLEDEV_CORE variable to the development directory where the Core library source is. This value will most likely be $MLE_HOME\Core.
Set the MLEDEV_DWP variable to the development directory where the Digital Workprint library source is. This value will most likely be $MLE_HOME\DigitalWorkprint.
Set the MLEDEV_DPP variable to the development directory where the Digital Playprint library source is. This value will most likely be $MLE_HOME\DigitalPlayprint.
Set the TCL_HOME variable to the installation directory for ActiveTcl. For these instructions, use M:\Tcl.
Set the COINDIR variable to the installation directory for Coin3D. For these instructions, use M:\Coin3D.
Set the FREEIMAGEDIR variable to the installation directory for FreeImage. For these instructions, use M:\FreeImage\Dist.
Set the BRENDER_PATH variable to the installation directory for BRender. For these instructions, use M:\BRENDER\V1_2_1\DAT.
Note that the BRender target is Obsolete and only availabe on a 32-bit platform.
Make sure the following paths are part of the PATH environment variable.
To build the SDK for a 32-bit platform, do the following:
See Microsoft MSBuild 32-bit Targets for more information concerning available build targets.
To build the SDK for a 64-bit platform, do the following:
See Microsoft MSBuild 64-bit Targets for more information concerning available build targets.
Developer Wiki: Developer_Documentation
Developer Wiki: Microsoft_MSBuild_32-bit_Targets
Developer Wiki: Microsoft_MSBuild_64-bit_Targets
Developer Wiki: SDK_Build_Environment_using_Microsoft_Visual_Studio
For the 64-bit platform, I had to use the ActiveTcl-8.6.6.8606-MSWin32-x64-401995.exe release.
This package installs the tcl86t.lib (instead of tcl86.lib). In order to get the Digital Playprint mastering tools to build, simply copy tcl86t.lib to tcl86.lib in %TCL_HOME%\lib directory (where you installed ActiveTcl).