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About bartiss

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  1. Ok, thank you very much. I'll try to force VC7.1 to behave ;-)
  2. I can't compile the plugin with VC7.1 since it generated compiler errors like: "dll_import not allowed" or something like that I don't remeber exactly. The dll code is downloaded along with project script for VC8. I tried forcing VC7.1 to use the same settings by manually looking to VC8 script and identifying appropriate settings, but it didn't help :/ My app project is written under VC7.1 and I really don't feel like adapting it to VC8. I know it'll get converted but it won't compile right I'm sure of it and... VC8 works kind of slow on my machine.
  3. Hi, I have a following problem (not occuring in Release setup): There is a Debug built DLL using a following function declared as: void setExternalTextureSource( const String& sTexturePlugInType, ExternalTextureSource* pTextureSystem ); when my dll calls it (while app is loading it) like this: ExternalTextureSourceManager::getSingleton().setExternalTextureSource("wmvideo", pTextureSource); I get exception because parameter sTexturePlugInType="ĘĘĘĘwmvideo" (at least my debugger says so) and since this string is corrupted it fails to add to another string and crashes. What can cause such a thing? I tried different types of strings and it didn't help. The only improvement is passing char* instead of String&. The text is not corrupted but the dll crashes later anyway. This doesn't occur when in Release mode. I compile my app under VC7.1, Ogre from source under VC7.1 and this dll under VC8 (since VC7.1 fails to compile it). Any kind of hint is more than welcome :) [Edited by - bartiss on October 30, 2007 3:25:21 AM]
  4. IP number

    Thank you very much for this information!
  5. IP number

    Ok, but I assume user knows that only local network IP is necessary. So basically, I need to get the same IP you can see when you check your connection settings under Windows.
  6. IP number

    Hi, Is there an easy way to obtain current IP number of my computer from code? I've managed to launch DirectInput server, but have no idea how to do that. Maybye there is a Windows function for this? Best Regards
  7. static object

    Thanks! I think I'll just carry on with the global pointer ;-)
  8. Hi, I'm trying to add sound system to a quite big hierarchy tree of objects. I've created a cSoundSystem class and I want all the game objects to use it. My current approach is: 1. Create cSoundSytem object dynamically in the app class. 2. Set a global pointer to the sound system. 3. Use extern in the game root object to get the sound system pointer. Well, it works. But I don't like this solution. I know it's possible to make it like this: 1. Create single instance of cSoundSystem 2. Access it through cSoundSystem:: from any object knowing the type How do you do this? And am I right to try it?
  9. Hi, I'm trying to write a simple app using MFC. All it has to do is: 1. Open an url when button1 is pressed 2. Open word document when button2 is pressed 3. Open powerpoint when button3 is pressed How do I make Windows run something from my code? I tried system() but it launches cmd.exe first and it makes it even harder to do the job. I would like to launch run command (from Start) with a parameter :) Is it possible? Thanks Bartiss I've found it if someone's interested: ShellExecute(NULL,"open","",NULL,NULL,SW_SHOW); ShellExecute(NULL,"open","C:\Program Files\...",NULL,NULL,SW_SHOW); [Edited by - bartiss on December 13, 2006 7:45:34 AM]
  10. destruction problem

    Thanks! I feel embarassed :) It's that simple...
  11. Hi, The problem is following (simplified): class cBase { public: cBase(); ~cBase(); } class cNotBase : public cBase { public: cNotBase(); ~cNotBase(); } I create new object: cBase* m_Object = new cNotBase; // works good, both cBase::cBase() and // cNotBase::cNotBase() are called I delete this object: delete m_Object; // not good, only cBase::~cBase() is called // cNotBase::~cNotBase is not, why? The only way to destroy the object right is: cNotBase* notbase = (cNotBase*)m_Object; delete notbase; Do I always have to cast the pointers to right types to delete objects completely? I would like destructor to work just like a virtual function, so I don't care about object's type just use the function. Please help! Bartiss
  12. Aaaah :) So that's what it's all about! Thanks!
  13. Hi, I have a following problem. When I launch my game on another computer (one without any IDEs or SDKs installed) I get: "Cannot find d3dx9_25.dll" and the game quits. On some other computers the same .exe requested d3dx9_26.dll or d3dx9_30.dll or even d3dx9.dll The only way to lauch the game was to find d3dx9.dll and rename it to d3dx9_25.dll for example... I don't think this is the right way (?) Should I alway supply this dll with my exe? How do I call it (_25,_26,_30,etc.) ? I can't believe I have to keep all of the versions with my exe? Why aren't they in system32 already? How does it all work with version numbering? (Why different machines request different versions for the same exe) Please, can someone explain how it works, and how do I do it right? I use VC6. (maybe that's the problem? I heard my projects using DX9 shouldn't work at all! But the do :) )
  14. Release compilation problem

    Hmm, I've heard about it. But the game works nonetheless :) All the errors seem to point at std:: stuff, not DX. There are some errors coming from using ifstream etc. Since using Debug Single-Threaded runtime works fine, all DirectX libraries are loaded in their Release variants (checked with DepWalker, thanks!) and the game seem to render efficiently I see no other choice but to finish this project using my good old VC6 and finally switch to .NET 2005 :) Anyway, thanks for help!
  15. Release compilation problem

    Those were added by me: dplay.lib dxguid.lib dinput8.lib winmm.lib d3d9.lib d3dx9.lib Those we added by compiler (VC6) when new, empty project was created: kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib The settings you mentioned were default, created by compiler. Right now the ones that work in Release are: /nologo /MLd /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /Fp"Release/PJ2_Editor.pch" /YX /Fo"Release/" /Fd"Release/" /FD /c with this /MLd still in there...