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sepoto

DX11 Linker error with directxtutorial.com

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sepoto    134
// include the basic windows header file
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
 
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
 
// global declarations
IDXGISwapChain *swapchain;             // the pointer to the swap chain interface
ID3D11Device *dev;                     // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon;           // the pointer to our Direct3D device context
 
// function prototypes
void InitD3D(HWND hWnd);     // sets up and initializes Direct3D
void CleanD3D(void);         // closes Direct3D and releases memory
 
 
 
HRESULT D3D11CreateDeviceAndSwapChain(
    IDXGIAdapter *pAdapter,
    D3D_DRIVER_TYPE DriverType,
    HMODULE Software,
    UINT Flags,
    D3D_FEATURE_LEVEL *pFeatureLevels,
    UINT FeatureLevels,
    UINT SDKVersion,
    DXGI_SWAP_CHAIN_DESC *pSwapChainDesc,
    IDXGISwapChain **ppSwapChain,
    ID3D11Device **ppDevice,
    D3D_FEATURE_LEVEL *pFeatureLevel,
    ID3D11DeviceContext **ppDeviceContext);
 
 
 
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd,
                         UINT message,
                         WPARAM wParam,
                         LPARAM lParam);
 
 
 
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    // the handle for the window, filled by a function
    HWND hWnd;
    // this struct holds information for the window class
    WNDCLASSEX wc;
 
    // clear out the window class for use
    ZeroMemory(&wc, sizeof(WNDCLASSEX));
 
    // fill in the struct with the needed information
    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = L"WindowClass1";
 
    // register the window class
    RegisterClassEx(&wc);
 
RECT wr = {0, 0, 500, 400};    // set the size, but not the position
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);    // adjust the size
 
    // create the window and use the result as the handle
    hWnd = CreateWindowEx(NULL,
                          L"WindowClass1",    // name of the window class
                          L"Our First Windowed Program",   // title of the window
                          WS_OVERLAPPEDWINDOW,    // window style
                          300,    // x-position of the window
                          300,    // y-position of the window
                          500,    // width of the window
                          400,    // height of the window
                          NULL,    // we have no parent window, NULL
                          NULL,    // we aren't using menus, NULL
                          hInstance,    // application handle
                          NULL);    // used with multiple windows, NULL
 
    // display the window on the screen
    ShowWindow(hWnd, nCmdShow);
 
    // enter the main loop:
// enter the main loop:
 
// this struct holds Windows event messages
MSG msg = {0};
 
// Enter the infinite message loop
while(TRUE)
{
// Check to see if any messages are waiting in the queue
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// translate keystroke messages into the right format
TranslateMessage(&msg);
 
// send the message to the WindowProc function
DispatchMessage(&msg);
 
// check to see if it's time to quit
if(msg.message == WM_QUIT)
break;
}
else
{
// Run game code here
// ...
// ...
}
}
 
    // return this part of the WM_QUIT message to Windows
    return msg.wParam;
}
 
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    // sort through and find what code to run for the message given
    switch(message)
    {
        // this message is read when the window is closed
        case WM_DESTROY:
            {
                // close the application entirely
                PostQuitMessage(0);
                return 0;
            } break;
    }
 
    // Handle any messages the switch statement didn't
    return DefWindowProc (hWnd, message, wParam, lParam);
}
 
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
    // create a struct to hold information about the swap chain
    DXGI_SWAP_CHAIN_DESC scd;
 
    // clear out the struct for use
    ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
 
    // fill the swap chain description struct
    scd.BufferCount = 1;                                    // one back buffer
    scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;     // use 32-bit color
    scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;      // how swap chain is to be used
    scd.OutputWindow = hWnd;                                // the window to be used
    scd.SampleDesc.Count = 4;                               // how many multisamples
    scd.Windowed = TRUE;                                    // windowed/full-screen mode
 
    // create a device, device context and swap chain using the information in the scd struct
    D3D11CreateDeviceAndSwapChain(NULL,
                                  D3D_DRIVER_TYPE_HARDWARE,
                                  NULL,
                                  NULL,
                                  NULL,
                                  NULL,
                                  D3D11_SDK_VERSION,
                                  &scd,
                                  &swapchain,
                                  &dev,
                                  NULL,
                                  &devcon);
}
 
// this is the function that cleans up Direct3D and COM
void CleanD3D()
{
    // close and release all existing COM objects
    swapchain->Release();
    dev->Release();
    devcon->Release();
}

I am getting a linker error:

Error 29 error LNK2019: unresolved external symbol "long __cdecl D3D11CreateDeviceAndSwapChain(struct IDXGIAdapter *,enum D3D_DRIVER_TYPE,struct HINSTANCE__ *,unsigned int,enum D3D_FEATURE_LEVEL *,unsigned int,unsigned int,struct DXGI_SWAP_CHAIN_DESC *,struct IDXGISwapChain * *,struct ID3D11Device * *,enum D3D_FEATURE_LEVEL *,struct ID3D11DeviceContext * *)" (?D3D11CreateDeviceAndSwapChain@@YAJPAUIDXGIAdapter@@W4D3D_DRIVER_TYPE@@PAUHINSTANCE__@@IPAW4D3D_FEATURE_LEVEL@@IIPAUDXGI_SWAP_CHAIN_DESC@@PAPAUIDXGISwapChain@@PAPAUID3D11Device@@3PAPAUID3D11DeviceContext@@@Z) referenced in function "void __cdecl InitD3D(struct HWND__ *)" (?InitD3D@@YAXPAUHWND__@@@Z) C:\Users\Eric\Documents\Visual Studio 2012\Projects\d3dinit\d3dinit\Source.obj d3dinit

My linker settings show additional libraries referenced are:

 

d3d11.lib
d3dx11.lib
d3dx10.lib
 
There must be something missing from my setup.
 
As well my lib directory is:
 
C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Lib\x64
 
Thanks in advance...
Edited by sepoto

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backstep    1313
Are you compiling to an x64 application? If I had to guess, your app is win32 and not x64, but your lib directory is set to x64, so the linker fails.

I'd suggest either changing the visual studio solution platform to x64, or your lib directory to win32 (or rather, x86).

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