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 $MLE_HOME\DigitalPlayprint.
Set the TCL_HOME variable to the installation directory for ActiveTcl. For these instructions, use M:\Tcl.
Set the COINDIR variable to the installation directory for Coin3D. For these instructions, use M:\Coin3D.
Set the FREEIMAGEDIR variable to the installation directory for FreeImage. For these instructions, use M:\FreeImage\Dist.
Set the BRENDER_PATH variable to the installation directory for BRender. For these instructions, use M:\BRENDER\V1_2_1\DAT.
Make sure the following paths are part of the PATH environment variable.
To build the SDK for a 32-bit platform, do the following:
Not yet supported.
The following targets are available:
Target | Components | Location | Description |
---|---|---|---|
BuildSDK32 | Build all the SDK components for the 32-bit platform | ||
BuildUtil32 | Build all the util components for the 32-bit platform | ||
util.lib | "$MLE_HOME\lib\tools" | Magic Lantern Studio (Release) | |
utild.lib | "$MLE_HOME\lib\tools" | Magic Lantern Studio (Debug) | |
BuildMath32 | Build all the math components for the 32-bit platform | ||
mlmath.lib | "$MLE_HOME\lib\runtime\stdcall" | Magic Lantern 32-bit SDK (Floating-point Release) | |
mlmathd.lib | "$MLE_HOME\lib\runtime\stdcall" | Magic Lantern 32-bit SDK (Floating-point Debug) | |
mlfmath.lib | "$MLE_HOME\lib\runtime\stdcall" | Magic Lantern 32-bit SDK (Fixed-point Release) | |
mlfmathd.lib | "$MLE_HOME\lib\runtime\stdcall" | Magic Lantern 32-bit SDK (Fixed-point Debug) |