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Setting up FNA for UWP
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YOUR APP: | |
- Make sure in App Properties, “Min version” must be Fall Creators Edition (16.....) | |
- In Package.appxmanifest, change the Entry point to <NAMESPACE>.<MAINCLASS>, not the XAML stuff. | |
- In fact you should get rid of all XAML Files. | |
FNALIBS: | |
For all dependencies: | |
- Compile in 64-bit Release mode. | |
- Retarget to latest build versions if necessary, but try to keep Min Windows SDK to Fall Creators Edition. | |
- If any project asks you to retarget, right click the SOLUTION (not the project) and click Retarget Solution. | |
- Add all the DLLs to the project in VS itself. | |
For building SDL2: | |
-Build this one first (the VisualC-WinRT solution). | |
-Be sure to retarget the solution to have a Min SDK of Fall Creators. | |
For building FAudio: | |
- Set the Project’s "C/C++ > General > Additional Include Directories" to the output directory of the SDL2 project so it grabs "SDL2.lib" successfully. | |
For building SDL_image: | |
- Use flibit’s fork (https://github.com/FNA-XNA/SDL_image_compact/tree/master/visualc-winrt) which doesn’t add additional libpng dll dependencies. | |
For building MojoShader: | |
- Try getting rid of all the recent CMake related files in the directory before running the command. | |
- Make sure to run the "cmake" command in cmd, not PowerShell. | |
- Also, change “Visual Studio 15 2017” to include “<space> Win64” at the end to make sure it compiles to 64bit. | |
For building ANGLE: | |
- It apparently needs Python to build. *shrug* | |
- It may also need to be retargeted in VS to the latest SDK. |
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