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* Work in progress, works with RPC utility, local mac support incoming * Changed AdditionalPublicFrameworks from storing just string, to storing the frame work name, zip name, and bundled asset name that needs to be copied * We also now store the module that added this framework, so we can derive the module project path, etc when we need it for when we create intermediate directories #Codereview Josh.Adams, Peter.Sauerbrei, Michael.Noland, Gil.Gribb, Robert.Manuszewski [CL 2068603 by John Pollard in Main branch]
28 lines
778 B
C#
28 lines
778 B
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using UnrealBuildTool;
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public class OpenGL : ModuleRules
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{
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public OpenGL(TargetInfo Target)
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{
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Type = ModuleType.External;
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if (Target.Platform != UnrealTargetPlatform.HTML5)
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PublicSystemIncludePaths.Add(UEBuildConfiguration.UEThirdPartyDirectory + "OpenGL");
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if ((Target.Platform == UnrealTargetPlatform.Win64) ||
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(Target.Platform == UnrealTargetPlatform.Win32))
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{
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PublicAdditionalLibraries.Add("opengl32.lib");
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}
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else if (Target.Platform == UnrealTargetPlatform.Mac)
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{
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PublicAdditionalFrameworks.Add( new UEBuildFramework( "OpenGL" ) );
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}
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else if (Target.Platform == UnrealTargetPlatform.IOS)
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{
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PublicAdditionalFrameworks.Add( new UEBuildFramework( "OpenGLES" ) );
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}
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}
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}
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