Jump to content
  • Advertisement
Sign in to follow this  
PixelStation

Linking confusion

This topic is 2752 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey guys,

I have an engine that I'm working on, part of the engine uses FreeType2 and requires the .lib to compile. This is no problem, however, any project that uses my engine's .lib also has to link to FreeType2's .lib.

Can I compile my engine so that any projects built off of it will only have to link to my engine's .lib and not FreeType2's as well?

Thanks.

Share this post


Link to post
Share on other sites
Advertisement
Try to find option: Use dynamic RTL, or Use runtime libraries when building, and set it to "no". This should link all required libs in your project. However I have only tried it with DLL's, and have no knowledge of how it may work with lib.
Maybe it will help.

Share this post


Link to post
Share on other sites
Try to find option: Use dynamic RTL, or Use runtime libraries when building, and set it to "no". This should link all required libs in your project. However I have only tried it with DLL's, and have no knowledge of how it may work with lib.
Maybe it will help.

Share this post


Link to post
Share on other sites
Quote:
Original post by Misery
Try to find option: Use dynamic RTL, or Use runtime libraries when building, and set it to "no". This should link all required libs in your project. However I have only tried it with DLL's, and have no knowledge of how it may work with lib.
Maybe it will help.


I couldn't find any option that looked like that. I'm using Visual Studio C++ 2010 Express. I've looked at all of the options in the linker section, but I honestly have no idea what the majority of them do.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!