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Member Since 22 Mar 2006
Offline Last Active Aug 14 2014 08:42 AM

Posts I've Made

In Topic: Building Assimp in Visual Studio

06 July 2014 - 12:38 PM

Just for future reference if anyone else has the same question.... I downloaded CMake and followed the instructions here:



And to my surprise it actually worked. By worked I mean that it generates Solution\Project files for the versions of Visual Studio you select (As well as different target platforms, such as x86 or x64) and they build just fine.


The solution\project files it generates are a good starting point, and it builds, but they're a bit of a mess as they use absolute full paths instead of solution relative directories etc, but it's only a minute of 2's work to tidy that up.




In Topic: Building Assimp in Visual Studio

05 July 2014 - 01:17 PM

Thanks LennyLen


Yes I initially downloaded the binary install but it only includes the release lib files and not the debug versions. I'm not sure if this is an issue though.


I eventually found the build instructions (Not in the most obvious place I have to say), and so I'll try using CMake later (HAving never used it before).


Thanks for your help


In Topic: Error Creating Debug Device

04 January 2013 - 06:20 AM

Another tool to try is Depends.exe and tell it to profile your game. It'll then list all the DLLs loaded (Which tree of which DLLs loaded them).


Here is the output on mine:



Interestingly you can see that D3D11.dll tries to dynamically load D3D11SDKLayers.dll twice. The first time it tries to load if from my games directory, and fails (See the yellow circle with a question mark in it). The second time it loads it successfully from the SysWOW64 directory.


Try this with your app and see whether D3D11.dll is even trying to load the layers DLL and if it is where is it looking and failing.




In Topic: Error Creating Debug Device

04 January 2013 - 06:00 AM

Can you check if you have D3D11SDKLayers.dll on your system. On my system I found it in the System32 and SysWOW64 directories, as well as in \Microsoft DirectX SDK (June 2010)\Developer Runtime\x86 and \Microsoft DirectX SDK (June 2010)\Developer Runtime\x64 directories.


Also when you run your app use something like SysInternals Process Explorer to see if the D3D11SDKLayers.dll is being loaded.


For example, when I run my game in Debug mode I can see from Process Explorer that the DLL is being loaded, and specifically I can see its the one from the SysWOW64 directory:





In Topic: Strange Text Rendering Crash In Release Mode Only

04 January 2013 - 05:46 AM

Thanks again Zaoshi


The XMFLOAT4X4 solution is working for me, but I'll keep this in mind for future.


Of course I could create my own RAII wrapper that acts as a smart pointer for aligned mallocs and frees.