So a long time ago I messed around with DirectX but I don't remember where it gets placed by default. I want to just get rid of the SDK and get the up to date version of it.
I've already installed Cygwin and also set the ENV variables in Windows, but most fields are blank when I set Cygwin as the default build tool.
In addition, after setting Cygwin as the default build tool, my original MinGW seems to be affected. Now every header file, including <stdio.h> , cannot be found. " cannot find include file <stdio.h> " error message.
I tried changing the directories in the Tools>Options>Code Assistance tab it doesn't work too. [URL]
I use standard libraries and INNO Setup, wich is a free setup file creator.
I succeeded in adding NetFrameWork 4.5 installer into the setup (it runs it after installation, and before running my software (named GOFINDER).
Now, i remember that this happened to me, but after three months of programming, mine used to start and still does. But I know it sometimes doesn't start, and I don't know why exactly.
I checked to make sure that I needed only FrameWork 4.5.
But maybe it is because of Visual C++ Runtime wich is not added upon setup.
I will try to check this after posting cause this has just popped up in my mind.
I'm asking you how can I Make sure, that distributing my software won't do that anymore.
Is it because my application file is not set on Run as Administrator?
Cause normally, it opens without this necesity, except as a Shell (well I have to check back but I think it does if I check on the run as administrator checkbox.
The problem is not really with InnoSetup, but I also would like to know how I can check that box automatically upon setup.
they say they have a documentation but I don't find it on my computer.
And... why would it start on my computer, and not on my beta-testers's one?
I'm following a course with coursera (algorithm 1) and my program for the assignment crashes inexorably (many are experimenting the same thing there, the assignment asks for a recursive program for solving a big graph of 500000 nodes). I'm using a version of g++ from MinGW with the editor Geany and windows7. The current setup is:
I am because I don't know what to use OpenGL or DirectX? I heard some people saying I can use both. How is this? What is better for online games? And when I choose I will need some tutorials too ....
I'm building an app using VC++. The app links to a DLL built using TDM-GCC (which uses MinGW I think). Obviously, the DLL comes with a link lib.
If the lib is linked to another MinGW app, the DLL functions get found by name. So if the DLL builder updates his DLL, the MinGW app carries on working.
However, if the same lib is linked to a VC++ app, the functions get found by ordinal value. But MinGW doesn't seem to have any means of guaranteeing that a later build of the DLL will use the same numbering scheme. So his new DLL will break the pre-existing VC++ app that used it.
In VC++ this problem could be solved by using a DEF file but that doesn't seem to work in MinGW. So my question is:- can a DLL built with MinGW be somehow instructed to export its functions only by name - or at least to export them so that any other compiler will import them by name and not by ordinal numbers?
There is a file compressor called FreeArc (that has GPL code) and a sub project called Unarc (meant for file extraction only) that is free for any use.
Their source codes can be downloaded from here: [URL] ....
Unarc has a makefile for making a dll. I am trying to make it static instead (.a file), using MinGW, but am failing.
If I use the .o files compiled by the makefile to make one .a file, the decompression methods don't seem to be recognized as they should, so I can't extract anything. These decompression methods are added through static functions called withing the .cpp files of each method, so I guess their code is not being executed.
I have a problem with implementing Shadow Mapping into a project I am working on. I am very much new to shaders and I have been given a Shadow Mapping shader to implement and understand. I have mostly got my head round the concept and the code but I can't figure out why its not working.
As I understand it the main steps to follow are;
1) Render the scene from the POV of the light - this is done in ShadowMap::SetUpDepthRender where the view and projection matrices are passed to the shader.
2) Render all objects in the scene - this creates a shadowmap (depth map) via the shader.
3) Reset the view and projection matrices to that of the camera - done in ShadowMap::SetUpSceneRender.
4) Render the scene objects once more appling the depth map to them via the second pass of the shader.
The problem Im having is that I have a stripe of light running diagonally across the screen. It passes through the point of the spotlight that I am mapping for. I believe this is the shadowmap being applied to the scene however I could be wrong?
Below is the code in the ShadowMap class used for setting the fx file.
For a 2d platform game. As title says. I want to see the bounding box that I have created to work with de-bugging, I have the bounding box set to the edges of my sprites to use with collision. How do I show the outline of the bounding box?
I do this because I want to transform the .x format into xml... The "frame" data structure can contain other frames, and a name for the frame and a transformation. For example:
I know the above won't compile. But am I on the right track to implement data structures this way using linked lists? about directx, I'd like to ask is the .x format implemented with a tree structure rather than linked lists.
I am porting an application from Linux to Windows. Since it is a GTK app most of the stuff works; I have to touch a little here and there. One problem though I cannot find the solution as it seems. The application uses a plugin system for easy expandable functionality. The interface to the plugin is very simple: an init function, a worker function, and a deinit function. The plugins shall have access to the main applicationsymbols (functions global variables). I cannot find a working (and feasible) way under Windows to make the linking work. I always get "undefined reference" errors for symbols which exist in the application. I am using MinGW 4.6.2. I made a stripped down demo application to be able to better (and faster) test the principle. I am using the dlfcn-win32 project from Ramiro Polla [URL]... for the dynamic loading stuff and it works like a charm.
Here is the project: plugintest.tar.gz plugintest.zip
It tried a number of commandline options to the linker for the application (--export-all-symbols, --export-dynamic, -rdynamic (apparently not supported in MinGW)) as well as for the shared objects (--allow-shlib-undefined, --enable-auto-import, --enable-runtime-pseudo-reloc).
As you can see in the provided makefile under Linux it is just "-shared" for the .so. Under Mac OS X (Darwin) it is "-bundle -bundle_loader <app name>".
Either it is a different configuration / environment or I must have overlooked something. How to do this and if it is even possible in Windows?
Here is a .zip archive of the dlfcn stuff with modified makefile, which works on the cmd.exe command prompt; MSYS is not required. Just adjust the MinGW installation path in config.mak and type 'make" and 'make install'. dlfcn-win32-r19.zip
I found that the program works when using these values for the rows and columns:
Rows = 2; Cols = 2;
Using any other value gives the error mentioned above. It displays a small flat surface where I want it to, but I am trying to have a large enough surface to use as a ground (like 100 x 100).
I am working on a project in which we capture a video using DirectShow samples. I want to know whether it is possible to capture a video with No noise, No interference etc. in other words, we want to capture High Quality (HD) video using DirectShow.
Is there any sample defined in DirectShow using which we can capture HD video.
I am trying to get my service to install into services but it will not. When I go to the command line and run the InstallUtil.exe service.exe it fails miserably. This is what I get on my console:
The Install phase completed successfully, and the Commit phase is beginning.
See the contents of the log file for the C:publish codeImportImport. exe assembly's progress.
The file is located at C:publish codeImportImport.InstallLog.
One of my programs I recently created, needs higher precision then what doubles can provide. So I am wondering how I install a library like this [URL] .... I don't quite understand exactly how to install them. Im using visual studio 2012 ultimate right now!
I downloaded glew 1.9.0 files and dragged the lib, include, and bin of the glew into the mingw folder within Code Blocks. I don't know if this is the right thing to do I don't understand how this stuff works. Anyway, I tried to compile my openGL 3.0 program that uses glew and I got this error: The procedure entry point _glewBindArray could not be located in the dynamic link library glew32.dll, How do I install glew properly?