text: # Microsoft Developer Studio Project File - Name="blitz3d" - Package Owner=<4>
  # Microsoft Developer Studio Generated Build File, Format Version 6.00
  # ** DO NOT EDIT **
  
  # TARGTYPE "Win32 (x86) Static Library" 0x0104
  
  CFG=blitz3d - Win32 Debug
  !MESSAGE This is not a valid makefile. To build this project using NMAKE,
  !MESSAGE use the Export Makefile command and run
  !MESSAGE 
  !MESSAGE NMAKE /f "blitz3d.mak".
  !MESSAGE 
  !MESSAGE You can specify a configuration when running NMAKE
  !MESSAGE by defining the macro CFG on the command line. For example:
  !MESSAGE 
  !MESSAGE NMAKE /f "blitz3d.mak" CFG="blitz3d - Win32 Debug"
  !MESSAGE 
  !MESSAGE Possible choices for configuration are:
  !MESSAGE 
  !MESSAGE "blitz3d - Win32 Release" (based on "Win32 (x86) Static Library")
  !MESSAGE "blitz3d - Win32 Debug" (based on "Win32 (x86) Static Library")
  !MESSAGE "blitz3d - Win32 Blitz3DRelease" (based on "Win32 (x86) Static Library")
  !MESSAGE "blitz3d - Win32 Blitz2DRelease" (based on "Win32 (x86) Static Library")
  !MESSAGE 
  
  # Begin Project
  # PROP AllowPerConfigDependencies 0
  # PROP Scc_ProjName ""
  # PROP Scc_LocalPath ""
  CPP=cl.exe
  RSC=rc.exe
  
  !IF  "$(CFG)" == "blitz3d - Win32 Release"
  
  # PROP BASE Use_MFC 0
  # PROP BASE Use_Debug_Libraries 0
  # PROP BASE Output_Dir "Release"
  # PROP BASE Intermediate_Dir "Release"
  # PROP BASE Target_Dir ""
  # PROP Use_MFC 0
  # PROP Use_Debug_Libraries 0
  # PROP Output_Dir "Release"
  # PROP Intermediate_Dir "Release"
  # PROP Target_Dir ""
  # ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /YX /FD /c
  # ADD CPP /nologo /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"std.h" /FD /c
  # ADD BASE RSC /l 0x409 /d "NDEBUG"
  # ADD RSC /l 0x409 /d "NDEBUG"
  BSC32=bscmake.exe
  # ADD BASE BSC32 /nologo
  # ADD BSC32 /nologo
  LIB32=link.exe -lib
  # ADD BASE LIB32 /nologo
  # ADD LIB32 /nologo
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Debug"
  
  # PROP BASE Use_MFC 0
  # PROP BASE Use_Debug_Libraries 1
  # PROP BASE Output_Dir "Debug"
  # PROP BASE Intermediate_Dir "Debug"
  # PROP BASE Target_Dir ""
  # PROP Use_MFC 0
  # PROP Use_Debug_Libraries 1
  # PROP Output_Dir "Debug"
  # PROP Intermediate_Dir "Debug"
  # PROP Target_Dir ""
  # ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
  # ADD CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_MBCS" /D "_LIB" /YX /FD /GZ /c
  # ADD BASE RSC /l 0x409 /d "_DEBUG"
  # ADD RSC /l 0x409 /d "_DEBUG"
  BSC32=bscmake.exe
  # ADD BASE BSC32 /nologo
  # ADD BSC32 /nologo
  LIB32=link.exe -lib
  # ADD BASE LIB32 /nologo
  # ADD LIB32 /nologo
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Blitz3DRelease"
  
  # PROP BASE Use_MFC 0
  # PROP BASE Use_Debug_Libraries 0
  # PROP BASE Output_Dir "blitz3d___Win32_Blitz3DRelease"
  # PROP BASE Intermediate_Dir "blitz3d___Win32_Blitz3DRelease"
  # PROP BASE Target_Dir ""
  # PROP Use_MFC 0
  # PROP Use_Debug_Libraries 0
  # PROP Output_Dir "blitz3d___Win32_Blitz3DRelease"
  # PROP Intermediate_Dir "blitz3d___Win32_Blitz3DRelease"
  # PROP Target_Dir ""
  # ADD BASE CPP /nologo /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"std.h" /FD /c
  # ADD CPP /nologo /G6 /Gz /MT /W3 /GX /O2 /Ob2 /D "_LIB" /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "PRO" /FD /c
  # SUBTRACT CPP /YX /Yc /Yu
  # ADD BASE RSC /l 0x409 /d "NDEBUG"
  # ADD RSC /l 0x409 /d "NDEBUG"
  BSC32=bscmake.exe
  # ADD BASE BSC32 /nologo
  # ADD BSC32 /nologo
  LIB32=link.exe -lib
  # ADD BASE LIB32 /nologo
  # ADD LIB32 /nologo
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Blitz2DRelease"
  
  # PROP BASE Use_MFC 0
  # PROP BASE Use_Debug_Libraries 0
  # PROP BASE Output_Dir "blitz3d___Win32_Blitz2DRelease"
  # PROP BASE Intermediate_Dir "blitz3d___Win32_Blitz2DRelease"
  # PROP BASE Target_Dir ""
  # PROP Use_MFC 0
  # PROP Use_Debug_Libraries 0
  # PROP Output_Dir "blitz3d___Win32_Blitz2DRelease"
  # PROP Intermediate_Dir "blitz3d___Win32_Blitz2DRelease"
  # PROP Target_Dir ""
  # ADD BASE CPP /nologo /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"std.h" /FD /c
  # ADD CPP /nologo /G6 /MT /W3 /GX /O2 /Ob2 /D "WIN32" /D "NDEBUG" /D "_MBCS" /D "_LIB" /Yu"std.h" /FD /c
  # ADD BASE RSC /l 0x409 /d "NDEBUG"
  # ADD RSC /l 0x409 /d "NDEBUG"
  BSC32=bscmake.exe
  # ADD BASE BSC32 /nologo
  # ADD BSC32 /nologo
  LIB32=link.exe -lib
  # ADD BASE LIB32 /nologo
  # ADD LIB32 /nologo
  
  !ENDIF 
  
  # Begin Target
  
  # Name "blitz3d - Win32 Release"
  # Name "blitz3d - Win32 Debug"
  # Name "blitz3d - Win32 Blitz3DRelease"
  # Name "blitz3d - Win32 Blitz2DRelease"
  # Begin Group "Source Files"
  
  # PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
  # Begin Source File
  
  SOURCE=.\animation.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\animator.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\brush.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\cachedtexture.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\camera.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\collision.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\entity.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\frustum.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\geom.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\light.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\listener.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_3ds.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_b3d.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_x.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2model.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2norms.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2rep.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshcollider.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshloader.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshmodel.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshutil.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\mirror.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\model.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\object.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\pivot.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\planemodel.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\q3bspmodel.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\q3bsprep.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\sprite.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\std.cpp
  
  !IF  "$(CFG)" == "blitz3d - Win32 Release"
  
  # ADD CPP /Yc"std.h"
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Debug"
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Blitz3DRelease"
  
  # ADD BASE CPP /Yc"std.h"
  # ADD CPP /Yc"std.h"
  
  !ELSEIF  "$(CFG)" == "blitz3d - Win32 Blitz2DRelease"
  
  # ADD BASE CPP /Yc"std.h"
  # ADD CPP /Yc"std.h"
  
  !ENDIF 
  
  # End Source File
  # Begin Source File
  
  SOURCE=.\surface.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\terrain.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\terrainrep.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\texture.cpp
  # End Source File
  # Begin Source File
  
  SOURCE=.\world.cpp
  # End Source File
  # End Group
  # Begin Group "Header Files"
  
  # PROP Default_Filter "h;hpp;hxx;hm;inl"
  # Begin Source File
  
  SOURCE=.\animation.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\animator.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\blitz3d.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\brush.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\cachedtexture.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\camera.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\collision.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\entity.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\frustum.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\geom.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\light.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\listener.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_3ds.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_b3d.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\loader_x.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2model.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2norms.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\md2rep.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshcollider.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshloader.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshmodel.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\meshutil.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\mirror.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\model.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\object.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\pivot.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\planemodel.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\q3bspmodel.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\q3bsprep.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\rendercontext.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\sprite.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\std.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\surface.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\terrain.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\terrainrep.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\texture.h
  # End Source File
  # Begin Source File
  
  SOURCE=.\world.h
  # End Source File
  # End Group
  # End Target
  # End Project
  