Closed Twilight-Dream-Of-Magic closed 6 years ago
WORKDIR = %cd%
CC = gcc.exe CXX = g++.exe AR = ar.exe LD = g++.exe WINDRES = windres.exe
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$(OBJDIR_RELEASE)\Source\World\Chunk\Chunk.o: Source\World\Chunk\Chunk.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\Chunk.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\Chunk.o
$(OBJDIR_RELEASE)\Source\World\Block\ChunkBlock.o: Source\World\Block\ChunkBlock.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\ChunkBlock.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\ChunkBlock.o
$(OBJDIR_RELEASE)\Source\World\Block\BlockTypes\BlockType.o: Source\World\Block\BlockTypes\BlockType.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockTypes\BlockType.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes\BlockType.o
$(OBJDIR_RELEASE)\Source\World\Block\BlockDatabase.o: Source\World\Block\BlockDatabase.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockDatabase.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockDatabase.o
$(OBJDIR_RELEASE)\Source\World\Block\BlockData.o: Source\World\Block\BlockData.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Block\BlockData.cpp -o $(OBJDIR_RELEASE)\Source\World\Block\BlockData.o
$(OBJDIR_RELEASE)\Source\Texture\BasicTexture.o: Source\Texture\BasicTexture.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Texture\BasicTexture.cpp -o $(OBJDIR_RELEASE)\Source\Texture\BasicTexture.o
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$(OBJDIR_RELEASE)\Source\ToggleKey.o: Source\ToggleKey.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\ToggleKey.cpp -o $(OBJDIR_RELEASE)\Source\ToggleKey.o
$(OBJDIR_RELEASE)\Source\Util\FPSCounter.o: Source\Util\FPSCounter.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\FPSCounter.cpp -o $(OBJDIR_RELEASE)\Source\Util\FPSCounter.o
$(OBJDIR_RELEASE)\Source\Util\FileUtil.o: Source\Util\FileUtil.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\FileUtil.cpp -o $(OBJDIR_RELEASE)\Source\Util\FileUtil.o
$(OBJDIR_RELEASE)\Source\Util\Random.o: Source\Util\Random.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Util\Random.cpp -o $(OBJDIR_RELEASE)\Source\Util\Random.o
$(OBJDIR_RELEASE)\Source\World\World.o: Source\World\World.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\World.cpp -o $(OBJDIR_RELEASE)\Source\World\World.o
$(OBJDIR_RELEASE)\Source\World\Generation\Terrain\SuperFlatGenerator.o: Source\World\Generation\Terrain\SuperFlatGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Terrain\SuperFlatGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\SuperFlatGenerator.o
$(OBJDIR_RELEASE)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o: Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Terrain\ClassicOverWorldGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Terrain\ClassicOverWorldGenerator.o
$(OBJDIR_RELEASE)\Source\World\Generation\Structures\TreeGenerator.o: Source\World\Generation\Structures\TreeGenerator.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Structures\TreeGenerator.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\TreeGenerator.o
$(OBJDIR_RELEASE)\Source\World\Generation\Structures\StructureBuilder.o: Source\World\Generation\Structures\StructureBuilder.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Structures\StructureBuilder.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Structures\StructureBuilder.o
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$(OBJDIR_RELEASE)\Source\World\Generation\Biome\OceanBiome.o: Source\World\Generation\Biome\OceanBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\OceanBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\OceanBiome.o
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$(OBJDIR_RELEASE)\Source\World\Chunk\ChunkSection.o: Source\World\Chunk\ChunkSection.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Chunk\ChunkSection.cpp -o $(OBJDIR_RELEASE)\Source\World\Chunk\ChunkSection.o
$(OBJDIR_RELEASE)\Source\World\Event\PlayerDigEvent.o: Source\World\Event\PlayerDigEvent.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Event\PlayerDigEvent.cpp -o $(OBJDIR_RELEASE)\Source\World\Event\PlayerDigEvent.o
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$(OBJDIR_RELEASE)\Source\World\Generation\Biome\GrasslandBiome.o: Source\World\Generation\Biome\GrasslandBiome.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\World\Generation\Biome\GrasslandBiome.cpp -o $(OBJDIR_RELEASE)\Source\World\Generation\Biome\GrasslandBiome.o
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$(OBJDIR_RELEASE)\Source\Model.o: Source\Model.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Model.cpp -o $(OBJDIR_RELEASE)\Source\Model.o
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$(OBJDIR_RELEASE)\Source\Maths\Ray.o: Source\Maths\Ray.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Ray.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Ray.o
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$(OBJDIR_RELEASE)\Source\Maths\Frustum.o: Source\Maths\Frustum.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Maths\Frustum.cpp -o $(OBJDIR_RELEASE)\Source\Maths\Frustum.o
$(OBJDIR_RELEASE)\Source\Main.o: Source\Main.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Main.cpp -o $(OBJDIR_RELEASE)\Source\Main.o
$(OBJDIR_RELEASE)\Source\Application.o: Source\Application.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Application.cpp -o $(OBJDIR_RELEASE)\Source\Application.o
$(OBJDIR_RELEASE)\Source\Camera.o: Source\Camera.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Camera.cpp -o $(OBJDIR_RELEASE)\Source\Camera.o
$(OBJDIR_RELEASE)\Source\Context.o: Source\Context.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Context.cpp -o $(OBJDIR_RELEASE)\Source\Context.o
$(OBJDIR_RELEASE)\Source\Controller.o: Source\Controller.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Controller.cpp -o $(OBJDIR_RELEASE)\Source\Controller.o
$(OBJDIR_RELEASE)\Source\GL\GLFunctions.o: Source\GL\GLFunctions.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\GL\GLFunctions.cpp -o $(OBJDIR_RELEASE)\Source\GL\GLFunctions.o
$(OBJDIR_RELEASE)\Source\Item\ItemStack.o: Source\Item\ItemStack.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Item\ItemStack.cpp -o $(OBJDIR_RELEASE)\Source\Item\ItemStack.o
$(OBJDIR_RELEASE)\Source\Item\Material.o: Source\Item\Material.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Item\Material.cpp -o $(OBJDIR_RELEASE)\Source\Item\Material.o
$(OBJDIR_RELEASE)\Source\States\PlayingState.o: Source\States\PlayingState.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\States\PlayingState.cpp -o $(OBJDIR_RELEASE)\Source\States\PlayingState.o
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$(OBJDIR_RELEASE)\Source\Shaders\ShaderLoader.o: Source\Shaders\ShaderLoader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\ShaderLoader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\ShaderLoader.o
$(OBJDIR_RELEASE)\Source\Shaders\Shader.o: Source\Shaders\Shader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\Shader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\Shader.o
$(OBJDIR_RELEASE)\Source\Shaders\ChunkShader.o: Source\Shaders\ChunkShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\ChunkShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\ChunkShader.o
$(OBJDIR_RELEASE)\Source\Shaders\BasicShader.o: Source\Shaders\BasicShader.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Shaders\BasicShader.cpp -o $(OBJDIR_RELEASE)\Source\Shaders\BasicShader.o
$(OBJDIR_RELEASE)\Source\Renderer\WaterRenderer.o: Source\Renderer\WaterRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\WaterRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\WaterRenderer.o
$(OBJDIR_RELEASE)\Source\Physics\AABB.o: Source\Physics\AABB.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Physics\AABB.cpp -o $(OBJDIR_RELEASE)\Source\Physics\AABB.o
$(OBJDIR_RELEASE)\Source\Player\Player.o: Source\Player\Player.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Player\Player.cpp -o $(OBJDIR_RELEASE)\Source\Player\Player.o
$(OBJDIR_RELEASE)\Source\Renderer\ChunkRenderer.o: Source\Renderer\ChunkRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\ChunkRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\ChunkRenderer.o
$(OBJDIR_RELEASE)\Source\Renderer\CubeRenderer.o: Source\Renderer\CubeRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\CubeRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\CubeRenderer.o
$(OBJDIR_RELEASE)\Source\Renderer\QuadRenderer.o: Source\Renderer\QuadRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\QuadRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\QuadRenderer.o
$(OBJDIR_RELEASE)\Source\Renderer\RenderMaster.o: Source\Renderer\RenderMaster.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\RenderMaster.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\RenderMaster.o
$(OBJDIR_RELEASE)\Source\Renderer\SFMLRenderer.o: Source\Renderer\SFMLRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\SFMLRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\SFMLRenderer.o
$(OBJDIR_RELEASE)\Source\Renderer\SkyboxRenderer.o: Source\Renderer\SkyboxRenderer.cpp $(CXX) $(CFLAGS_RELEASE) $(INC_RELEASE) -c Source\Renderer\SkyboxRenderer.cpp -o $(OBJDIR_RELEASE)\Source\Renderer\SkyboxRenderer.o
clean_release: cmd /c del /f $(OBJ_RELEASE) $(OUT_RELEASE) cmd /c rd Binary\Release cmd /c rd $(OBJDIR_RELEASE)\Source\World\Chunk cmd /c rd $(OBJDIR_RELEASE)\Source\World\Block cmd /c rd $(OBJDIR_RELEASE)\Source\World\Block\BlockTypes cmd /c rd $(OBJDIR_RELEASE)\Source\Texture cmd /c rd $(OBJDIR_RELEASE)\Source cmd /c rd $(OBJDIR_RELEASE)\Source\Util cmd /c rd $(OBJDIR_RELEASE)\Source\World cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Terrain cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Structures cmd /c rd $(OBJDIR_RELEASE)\Source\World\Generation\Biome cmd /c rd $(OBJDIR_RELEASE)\Source\World\Event cmd /c rd $(OBJDIR_RELEASE)\Source\Maths cmd /c rd $(OBJDIR_RELEASE)\Source\GL cmd /c rd $(OBJDIR_RELEASE)\Source\Item cmd /c rd $(OBJDIR_RELEASE)\Source\States cmd /c rd $(OBJDIR_RELEASE)\Source\Shaders cmd /c rd $(OBJDIR_RELEASE)\Source\Renderer cmd /c rd $(OBJDIR_RELEASE)\Source\Physics cmd /c rd $(OBJDIR_RELEASE)\Source\Player
.PHONY: before_debug after_debug clean_debug before_release after_release clean_release
Can you try using cmake? Makefile is most likely irrevelant to the issue
Mutex is not supported in 'Thread model: win32' of the Mingw toolchains. You must select any of the toolchains with 'Thread model: posix'.
"Source\World\World.h" error: 'mutex' in namespace 'std' does not name a type "Source\World\World.cpp"