error with latest 2.1 build on windows 7

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ghiboz
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error with latest 2.1 build on windows 7

Post by ghiboz »

hi all!
i've updated my source to the latest 2.1 branch but when I try to launch one of the executables it gives this error:
Image
reading on the web, the D3DCompiler_47.DLL comes from the windows 8.1 sdk
(may be the same issue on compiling that I needed to comment this?
https://bitbucket.org/sinbad/ogre/src/c ... 2-1#cl-133
)

I have win 7 64, with DirectX SDK (June 2010) installed

thanks again ;)
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Re: error with latest 2.1 build on windows 7

Post by jacmoe »

I had to edit the find DirectX cmake script in the ogre_deps repo to make it use the June sdk instead of the platform sdk.

Code: Select all

diff -r dab34cf9f29a cmake/FindDirectX.cmake
--- a/cmake/FindDirectX.cmake	Sun Nov 23 13:05:05 2014 +0000
+++ b/cmake/FindDirectX.cmake	Mon Feb 23 13:26:13 2015 +0100
@@ -38,17 +38,6 @@
 	"$ENV{ProgramFiles}/Microsoft DirectX SDK*"
   )
   
-  # Windows 8 SDK has custom layout
-  set(DirectX_INC_SEARCH_PATH 
-    "C:/Program Files (x86)/Windows Kits/8.1/Include/shared"
-    "C:/Program Files (x86)/Windows Kits/8.1/Include/um"
-    "C:/Program Files (x86)/Windows Kits/8.0/Include/shared"
-    "C:/Program Files (x86)/Windows Kits/8.0/Include/um"
-  )
-  set(DirectX_LIB_SEARCH_PATH 
-    "C:/Program Files (x86)/Windows Kits/8.1/Lib/winv6.3/um"
-    "C:/Program Files (x86)/Windows Kits/8.0/Lib/win8/um"
-  )
   
   create_search_paths(DirectX)
   # redo search if prefix path changed
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Re: error with latest 2.1 build on windows 7

Post by dark_sylinc »

Is the RS D3D11 being compiled or not?
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Re: error with latest 2.1 build on windows 7

Post by ghiboz »

dark_sylinc wrote:Is the RS D3D11 being compiled or not?
yes, all compiled
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Re: error with latest 2.1 build on windows 7

Post by dark_sylinc »

D3D11 doesn't work, it only compiles and links.
Furthermore bugs like these (SDK setup) could arise until it's ready.

Try seeing if the problem goes away after disabling D3D11 (which is disabled by default BTW.)
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Re: error with latest 2.1 build on windows 7

Post by ghiboz »

so, I unloaded the D3d11 project from the solution, deleted the dll from the bin and now the error above is not shown, but crashes with this:

here is the log

Code: Select all

15:08:43: Creating resource group General
15:08:43: Creating resource group Internal
15:08:43: Creating resource group Autodetect
15:08:43: SceneManagerFactory for type 'DefaultSceneManager' registered.
15:08:43: Registering ResourceManager for type Material
15:08:43: Registering ResourceManager for type Mesh
15:08:43: Registering ResourceManager for type Mesh2
15:08:43: Registering ResourceManager for type OldSkeleton
15:08:43: MovableObjectFactory for type 'ParticleSystem' registered.
15:08:43: ArchiveFactory for archive type FileSystem registered.
15:08:43: ArchiveFactory for archive type Zip registered.
15:08:43: ArchiveFactory for archive type EmbeddedZip registered.
15:08:43: DDS codec registering
15:08:43: FreeImage version: 3.13.1
15:08:43: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
15:08:43: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
15:08:43: ETC codec registering
15:08:43: Registering ResourceManager for type HighLevelGpuProgram
15:08:43: MovableObjectFactory for type 'Entity' registered.
15:08:43: MovableObjectFactory for type 'Item' registered.
15:08:43: MovableObjectFactory for type 'Light' registered.
15:08:43: MovableObjectFactory for type 'BillboardSet' registered.
15:08:43: MovableObjectFactory for type 'ManualObject' registered.
15:08:43: MovableObjectFactory for type 'BillboardChain' registered.
15:08:43: MovableObjectFactory for type 'RibbonTrail' registered.
15:08:43: Loading library .\RenderSystem_Direct3D11_d
15:08:43: OGRE EXCEPTION(7:InternalErrorException): Could not load dynamic library .\RenderSystem_Direct3D11_d.  System Error: Impossibile trovare il modulo specificato.

 in DynLib::load at C:\ghiboz\gitProjects\Ogre_src\OgreMain\src\OgreDynLib.cpp (line 111)
and the ogre.cfg:

Code: Select all

Render System=OpenGL 3+ Rendering Subsystem

[OpenGL 3+ Rendering Subsystem]
Colour Depth=32
Display Frequency=N/A
FSAA=0
Fixed Pipeline Enabled=Yes
Full Screen=No
RTT Preferred Mode=FBO
VSync=No
VSync Interval=1
Video Mode=1024 x 768
sRGB Gamma Conversion=No
I needed to recreate the solution with cmake removing DX11 RS...
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Re: error with latest 2.1 build on windows 7

Post by jacmoe »

When using CMake always, always treat the generated solution w projects as read-only output.
Always, always use CMake to configure/reconfigure.
If you want to remove the d3d11 project, simply un-check that option in CMake GUI and reconfigure.
And when reconfiguring it is always, always a good idea to delete the cache first.

That said, you probably forgot to check plugins.cfg/plugins_d.cfg ?
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Re: error with latest 2.1 build on windows 7

Post by ghiboz »

jacmoe wrote:When using CMake always, always treat the generated solution w projects as read-only output.
Always, always use CMake to configure/reconfigure.
If you want to remove the d3d11 project, simply un-check that option in CMake GUI and reconfigure.
And when reconfiguring it is always, always a good idea to delete the cache first.

That said, you probably forgot to check plugins.cfg/plugins_d.cfg ?
thanks jacmoe to the info about CMake... it was my doubt from some time.. http://www.ogre3d.org/forums/viewtopic.php?f=2&t=80673
yes, probably in the plugins_d.cfg were uncommented the D3D11 RD

thanks again :)
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Re: error with latest 2.1 build on windows 7

Post by jacmoe »

Forgot to mention that it is a good idea to build the INSTALL project as it should update the configuration files (most of the time, anyway) to match your build configuration. I can't remember if it actually does comment out non-built plugins, but it did once upon a time. ;)
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