problem regarding building an app after upgrading to april sdk

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9 comments, last by Stowelly 17 years, 11 months ago
ok i upgraded to the april sdk, no problems for a while, but then i tried to make a build to send to someone and discovered that it only seems to make a build that works using the retail config in vc7 and using the debug build in DX. building in debug (vc7) results in a file I/O error and building in retail (retail DX) results in my Xfile MEsh hierarchy object not displaying (but also not throwing out any errors) and my lighting not rendering im sure thsi is a simple problem to do with the runtime libraries / DLL's used but its really bugging me as to which configurations to use thanks [Edited by - Stowelly on May 11, 2006 1:57:17 PM]
http://stowelly.co.uk/
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bump, anyone?
http://stowelly.co.uk/
no-one else experienced anyhting similar?
http://stowelly.co.uk/
When you use the debug runtime, do you have the debug output set to maximum? Any warnings in the debug output?
Are you using d3dx9d.lib for debug and d3dx9.lib for retail?
Have you tried downloading the SDK (or at least reinstalling it) in case the retail runtimes are corrupt?
Does your retail build have the same effect on your machine and other machines?
If you take out the DX stuff, does your debug VC build work?

It might be overkill, but have you tried using VC 2005 Express (VC8)? I have both VC2003 and VC2005 (Express edition), although I use VC8 for pretty much everything, since it's "better" [smile]
Maybe you have to change some of you code because Microsoft changed nearly with every DX9 update some functions etc. so you needed to add parameters or do something in an other way, so you should maybe take a look at the doc which came along with the april sdk if there is something mentioned about meshes etc.
hey, ive tried all the aboive it seems im using the corect dll's

ive set dxdebug output to maximum and recieved the following output when running in debug config

Direct3D9: (INFO) :======================= Hal HWVP Pure device selected

Direct3D9: (INFO) :HalDevice Driver style 9

Direct3D9: :DoneExclusiveMode
Direct3D9: (INFO) :Failed to create driver indexbuffer
D3DX: (INFO) Using SSE2 Instructions
D3DX: tomb.dds: The system cannot find the file specified.

'Engine.exe': Loaded 'C:\Program Files\Labtec\Mouse\2.1\mouDL32A.dll', No symbols loaded.
Unhandled exception at 0x004a5eb1 in Engine.exe: User breakpoint.
The program '[2924] Engine.exe: Native' has exited with code -2147483645 (0x80000003).


any idea why this is happening?

cheers
http://stowelly.co.uk/
hmm ive completely removed and reinstalled the sdk and still nothing

is there any issues with vc 2003 and this build? wasnt anything in the sdk doc
http://stowelly.co.uk/
reinstalled the december sdk and the same problem still occured, so ive brute forced debugged my app and found an error in my text file reading program

now i can execute the program in retail and debug, but i get strange results between the 2 version, in retail mode my character and camera are aligned correctly

http://img410.imageshack.us/img410/1179/retail0ly.jpg

but in debug it seems that my characters transformations are completely messed up and the camera rotates in a different way to the object, but then when i recompile in retail its all corect


http://img410.imageshack.us/img410/1524/debug6if.jpg
http://stowelly.co.uk/
just realised i ran the retail build with the DX runtime when running it with the retail runtime it does this

http://img106.imageshack.us/img106/892/releaserelease3gb.jpg
http://stowelly.co.uk/
The only major change I remember going from pre April was to the shader system: you now must call BeginPass() and EndPass() after each shader pass, whereas before you only needed the Pass() function - any chance this is messing things up for you?

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