REM @echo off REM Make sure the various variables that we need are set IF NOT DEFINED GW_DEPS_ROOT GOTO GW_DEPS_ROOT_UNDEFINED IF NOT DEFINED CUDA_BIN_PATH GOTO CUDA_ROOT_UNDEFINED REM Generate projects here rmdir /s /q compiler\vc12win64-cmake\ mkdir compiler\vc12win64-cmake\ pushd compiler\vc12win64-cmake\ cmake ..\.. -G "Visual Studio 12 2013" -Ax64 -DTARGET_BUILD_PLATFORM=Windows -DWW_OUTPUT_DIR=bin\vc12win64-cmake\ popd REM rmdir /s /q compiler\vc12-ps4-cmake\ REM mkdir compiler\vc12-ps4-cmake\ REM pushd compiler\vc12-ps4-cmake\ REM cmake ..\.. -G "Visual Studio 12 2013" -DTARGET_BUILD_PLATFORM=PS4 -DPX_OUTPUT_DIR=lib\PS4\VS2013\ -DCMAKE_TOOLCHAIN_FILE="%GW_DEPS_ROOT%\CMakeModules\PS4Toolchain.txt" -DCMAKE_GENERATOR_PLATFORM=ORBIS REM popd REM rmdir /s /q compiler\vc11xbone-cmake\ REM mkdir compiler\vc11xbone-cmake\ REM pushd compiler\vc11xbone-cmake\ REM cmake ..\.. -G "Visual Studio 11 2012" -DTARGET_BUILD_PLATFORM=XBoxOne -DPX_OUTPUT_DIR=lib\XboxOne\VS2012\ -DCMAKE_TOOLCHAIN_FILE="%GW_DEPS_ROOT%\CMakeModules\XBoneToolchain.txt" -DCMAKE_GENERATOR_PLATFORM=Durango REM Because XBone build is a bit wonky, delete these meta projects. REM del ZERO_CHECK.* REM del ALL_BUILD.* REM popd GOTO :End :GW_DEPS_ROOT_UNDEFINED ECHO GW_DEPS_ROOT has to be defined, pointing to the root of the dependency tree. PAUSE GOTO END :CUDA_ROOT_UNDEFINED ECHO CUDA_BIN_PATH has to be defined, pointing to the bin folder of your local CUDA install. PAUSE :End