Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!

We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Member Since 06 Oct 2006
Offline Last Active Yesterday, 09:52 PM

Posts I've Made

In Topic: Visual Studio C++ building from command line

Yesterday, 03:48 AM

Cool thanks for that! :)


Turns out the program is compiling happily. But, the problem is in the linker.


I added main.obj to the linker command and the path to the boost libs.


Now I get the error


LINK : warning LNK4256: Profile Guided Optimization is not available in this edi
tion of the product; ignoring related options
LINK : fatal error LNK1181: cannot open input file 'D:\Users\Jason\Desktop\OgreS


There is no lib.obj file in this folder.


This is my new linker command


link.exe /OUT:"D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.exe" /INCREMENTAL:NO /NOLOGO "kernel32.lib" "user32.lib" "gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" /MANIFEST /ManifestFile:"Release\E3_Ogre_Edition.exe.intermediate.manifest" /ALLOWISOLATION /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /PGD:"D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.pgd" /LTCG /TLBID:1 /DYNAMICBASE /NXCOMPAT /MACHINE:X86 /ERRORREPORT:QUEUE main.obj /LIBPATH D:\Users\Jason\Desktop\OgreSDK_vc10_v1-8-1\boost\lib

In Topic: Visual Studio C++ building from command line

Yesterday, 03:36 AM

Actually, I think the cl.exe part may be failing but there is too much data in the console window so I don't get all of the window contents if I paste into a text editor (so missing the error messages)


Is there a way to specify a log file to output to with cl.exe?

In Topic: Visual Studio C++ building from command line

Yesterday, 03:19 AM

Awesome Apoch, thanks for that! :)


So, I have this now (in a bat file for testing purposes).


cl.exe main.cpp /c /EHsc /I D:\Users\Jason\Desktop\OgreSDK_vc10_v1-8-1\include\OGRE /I D:\Users\Jason\Desktop\OgreSDK_vc10_v1-8-1\boost /I D:
\Users\Jason\Desktop\Hydrax\include /Zi /nologo /W3 /WX- /O2 /Oi /Oy- /GL /D "WIN32" /D "NDEBUG" /D "_CONSOLE" /Gm- /EHsc /MD /GS /Gy /fp:precise
/Zc:wchar_t /Zc:forScope /Fp"Release\E3_Ogre_Edition.pch" /Fa"Release\" /Fo"Release\" /Fd"Release\vc100.pdb" /Gd /analyze- /errorReport:queue
link.exe /OUT:"D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.exe" /INCREMENTAL:NO /NOLOGO "kernel32.lib" "user32.lib"
"gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" /MANIFEST
/ManifestFile:"Release\E3_Ogre_Edition.exe.intermediate.manifest" /ALLOWISOLATION /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG
/PDB:"D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /PGD:"D:\Users\Jason
\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.pgd" /LTCG /TLBID:1 /DYNAMICBASE /NXCOMPAT /MACHINE:X86 /ERRORREPORT:QUEUE


cl.exe seems to work properly, but I get a single error in the linker


LINK : error LNK2001: unresolved external symbol _mainCRTStartup
D:\Users\Jason\Desktop\E3_Ogre_Edition (Dynamic)\Release\E3_Ogre_Edition.exe : fatal error LNK1120: 1 unresolved externals


Any ideas what this may be? The program compiles fine within the VS.net 2010 IDE.

In Topic: Problems linking with GCC

02 November 2014 - 03:24 AM

Just worked it out.


for a library of the name of libboost_system-mgw47-mt-1_51.a you have to do it like -lboost_system-mgw47-mt-1_51


So you need to lose the .a and also a couple of characters at the front of the lib.


Hmmm, wierd convention... wacko.png

In Topic: Casting a double to an IDirect3DDevice9*?

29 September 2014 - 04:10 AM

tonemgub - I am not guessing.


I know for a fact that the two types are either a straight pointer or a REAL (Microsoft's definition).


The thing is I have created and extension for GameMaker: Studio that makes use of the IDirect3DDevice9*. It works perfectly and has done so for over a year.


I am now trying to get my extension working in the debarcle that is Enigma (supposed open source clone of GM:S).


As it turns out their (Enigma's) implementation of how DLL's are used is screwed up. After conferring with the lead devs over there, it turns out that I know more about the implementation than they do. And as a result their 'types' are all over the place.


So, we can probably disregard my entire post now. As their API is somewhat corrupt and the conversion of my DLL has no possibility of working.


I spent several hours this evening directly modifying the Enigma source (along with the lead dev over IRC). In the end, we agreed the implementation is completly wrong.


So, sorry about the vagueness of my original posts guys. Many appologies :)