View more

View more

View more

### Image of the Day Submit

IOTD | Top Screenshots

### The latest, straight to your Inbox.

Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.

# First time DX11

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

4 replies to this topic

### #1belfegor  Members

Posted 19 June 2014 - 01:05 PM

I am trying to migrate from dx9 to dx11, but have difficulty setting my project to build properly (express version of VS 2013).

1. I set the path to inc & lib dirs of my dx sdk (june 2010)

2. I set in linker options to include these libs:

d3d11.lib

d3dcompiler.lib

d3dx11d.lib


3. I have included DirectxTK library into my "solution" using guidelines from this site since this documentation say that D3DX11CreateShaderResourceViewFromFile is deprecated (tho i am on Windows7 still), and i want to be able to load my textures.

When i build my solution i get this errors/warnings, but they are all related to stuff from win/dx sdk:

### #2Migi0027 (肉コーダ)  Members

Posted 19 June 2014 - 01:09 PM

The macro redef is because you're including the Directx SDK found with the Windows SDK along with your version of Directx 11, I had these warnings, an easy and clean way would be to disable the warning ( What I do )  .

This article does a better job than I do in describing it:

http://msdn.microsoft.com/en-us/library/windows/desktop/ee663275.aspx

The easy way out:

"You can disablewarning C4005 if needed; however, this warning indicates you are using the older version of these headers."

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/

### #3belfegor  Members

Posted 19 June 2014 - 01:41 PM

I read article you have provided but still having problems, i even removed directxtk from my solution so i can be sure it is not cause of trouble.

I dont know where did i specify to load dx sdk from win sdk, when i explicitly set the path to dx sdk june 2010?!?

OMG, this pisses me off to boiling point.

How do i force it to load proper libs and headers from "normal" dx sdk june 2010?

### #4SeanMiddleditch  Members

Posted 19 June 2014 - 01:57 PM

I dont know where did i specify to load dx sdk from win sdk, when i explicitly set the path to dx sdk june 2010?!?

You don't specify it. You obviously need the Windows SDK to build Windows app. The SDK that ships with VS2013 includes DirectX in the Windows SDK. Therefor, if you build with 2013, you're going to get these issues.

One option is to just stop using the June 2010 SDK. Replace your D3DX usage with the various Shared Source libraries Microsoft published on Codeplex, see http://blogs.msdn.com/b/chuckw/archive/2013/08/21/living-without-d3dx.aspx for more information.

Game Developer, C++ Geek, Dragon Slayer - http://seanmiddleditch.com

C++ SG14 "Games & Low Latency" - Co-chair - public forums

Wargaming Seattle - Lead Server Engineer - We're hiring!

### #5Jason Z  Members

Posted 19 June 2014 - 02:04 PM

SeanMiddleditch has it right - you should seriously consider getting out of the D3DX library and instead use an alternative.  It is possible to continue using it, but you will run into issues like these until you just get rid of the DXSDK.  Embrace the change!

Jason Zink :: DirectX MVP

Direct3D 11 engine on CodePlex: Hieroglyph 3

Games: Lunar Rift

Old topic!

Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.