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sean
Joined: 01 Feb 2005 Posts: 1392 Location: Kirkland WA
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Posted: Sun Feb 24, 2008 3:51 am Post subject: Issues with running the demo |
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The source code probably has a lot of incompatibilities with actual platforms, so getting it to compile and run will be difficult on some platforms. I'm not sure there's much reason to actually run it in the first place, as there's no documentation on how to use the UI, nor is there actually much interesting to see in the demo that I didn't already show in the talk, but for people who want to, please post source fixes and such here.
Here's the first one; I developed under VC6, so the included stb.h appearently has a few warnings under later VCs. The code isn't even being used in the demo, but the easiest fix is to download the latest stb.h: http://nothings.org/stb.h |
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dreamfall
Joined: 26 Jan 2010 Posts: 3
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Posted: Tue Jan 26, 2010 2:13 am Post subject: |
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I have updated the stb.h and now I just get:
error LNK2019: unresolved external symbol _stb_barrier referenced in function _update_vtex
error LNK2019: unresolved external symbol _stb_force_uniprocessor referenced in function _stbwingraph_main
Before that I added _CRT_SECURE_NO_WARNINGS
_CRT_NONSTDC_NO_DEPRECATE
to project->settings->preprocessor,
and also changed swprintf parameters to
swprintf(full_path, 50, L"%s*", stb__from_utf8(path));
to get rid of errors and warnings.
I am using Geforce 8800, windows 7, vs2008.
Any idea how to fix it?
Last edited by dreamfall on Tue Jan 26, 2010 3:05 am; edited 1 time in total |
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sean
Joined: 01 Feb 2005 Posts: 1392 Location: Kirkland WA
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Posted: Tue Jan 26, 2010 3:05 am Post subject: |
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| dreamfall wrote: | | I have updated the stb.h and now I just get Assertion failed! error. |
What assertion is failing? |
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dreamfall
Joined: 26 Jan 2010 Posts: 3
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Posted: Wed Jan 27, 2010 6:57 pm Post subject: |
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First it is two unresolved external symbol errors:
1>demo.obj : error LNK2019: unresolved external symbol _stb_barrier referenced in function _update_vtex
1>demo.obj : error LNK2019: unresolved external symbol _stb_force_uniprocessor referenced in function _stbwingraph_main
so I comment out three lines using:(guess I shouldn't do that)
stb_barrier(); and stb_force_uniprocessor();
then comes the assertion fatal error:
error C0204: version directive must be first statement and may not be repeated |
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sean
Joined: 01 Feb 2005 Posts: 1392 Location: Kirkland WA
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Posted: Wed Jan 27, 2010 7:40 pm Post subject: |
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Ok, so the deal is the newer stb.h disabled threads by default, and I assumed the demo wasn't using threads. It probably isn't really; I probably started working on trying to have a background thread build the surface cache and gave up on it. (I don't remember, since this was 2 years ago.) So just commenting that stuff out is fine.
| Quote: | | error C0204: version directive must be first statement and may not be repeated |
That's (a) not an assert, that's a compiler error, and (b) I have no idea what line that's triggering or what the version directive that it's talking about is. There's no way to tell from that error message.
My guess is there's probably something in there to make it build ok under VC6 and you just have to delete it, but also I think if this is the kind of problem you need help on (and you don't know the difference between an assert and a compiler error or how to provide a useful description of the problem) you're probably in over your head and you might just want to give up on it. No offense intended; I'm just saying. I don't mind helping with one or two problems with it, but if you're going to have 50 problems getting it built it's not worth it. |
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dreamfall
Joined: 26 Jan 2010 Posts: 3
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Posted: Wed Jan 27, 2010 10:05 pm Post subject: |
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I am sorry that I expressed in the wrong way.
I found that assert happens when initializing the demo and compile the frag_shade_unlit, just at glGetObjectParameterivARB.
I didn't think I would have to go into such detailed things to make it work. And I won't bother to go on if there are tons of errors ahead just as you said.
Thank you anyway. |
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sean
Joined: 01 Feb 2005 Posts: 1392 Location: Kirkland WA
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Posted: Wed Jan 27, 2010 10:33 pm Post subject: |
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Oh, I see, it's a compiler error from the shader compiler.
Yeah, it doesn't sound like it's worth it at this point. |
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Bob
Joined: 26 Aug 2010 Posts: 1
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Posted: Thu Aug 26, 2010 12:35 pm Post subject: |
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If someone is still interested, got it running in VS2010, using a Geforce GTX 280.
Stuff I changed:
Removed one file in the project that triggered the custom build thing, it was in glsl shaders I think.
Removed the version line in virt_text.txt
Modified this line in virt_text.txt:
result.grad = vec4(dFdx(address) * gradient_scale, dFdy(address) * gradient_scale); |
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