-PROJECT = project2
-IUSE = CLIPPING DEPTH_TEST SMOOTH_COLOR \
- EXTRA_INLINE NDEBUG RASTER_STATS RENDER_PROGRESS RENDER_TIMER
-
-
-# BACKFACE_CULLING prevent drawing triangles that are not facing forward
-# CLIPPING turn on clipping (you really always want this)
-# DEPTH_TEST enable the z buffer for depth testing
-# EXPORT_BMP save scene as bitmap (enabled by default)
-# EXPORT_PPM save scene as a PPM file (also enabled by default)
-# EXTRA_INLINE allow the compiler to inline even more aggressively
-# LIGHTING turn the lights on (experimental)
-# NDEBUG disable assertions and other nonessential checks
-# PRE_NORMALS[=n] pre-compute mesh normals at scene-loading time;
-# set to 1 for per-face normals, 2 for averaged normals,
-# or 3 to also enable caching the computed normals
-# RASTER_STATS print triangle count and optimization savings at the end
-# RENDER_PROGRESS print progress while drawing the scene
-# RENDER_TIMER add a timer to see how long the renderer takes
-# SMOOTH_COLOR interpolate colors smoothly between triangle vertices
+PROJECT = rasterize
+IUSE = DEPTH_TEST EXTRA_INLINE SMOOTH_COLOR
VIEWER = feh
rm -f $(PROJECT) $(OBJS) $(DEPS)
distclean: clean
- rm -f tags gmon.out scene.ppm scene.bmp
+ rm -f tags gmon.out
dist:
- git archive $(PROJECT) --prefix=$(PROJECT)/ --output=$(PROJECT).zip
+ git archive HEAD --prefix=$(PROJECT)/ --output=$(PROJECT).zip
run: $(PROJECT)
./$< && $(VIEWER) scene.ppm