Game Development Community

Directx9 headers shouldn't be distrubuted

by Dean Calver · in Torque Game Engine Advanced · 06/04/2004 (11:56 am) · 3 replies

First thought while waiting for first compile to finish...

Your distrubuting the DirectX9 headers, thats bad for 2 reasons

1) Its against the DirectX EULA...

2) You don't ship the libs. Which causes mismatch problems.

I don't have the libs to match the version of Dx9 your shipping. A general rule is that especially the D3DX functions change alot (BETA) etc.

Related is that Dx9 doesn't install to C:\DX9SDK any more.

Would be safer to assume that Dx9 include and libs are already in the enviroment. Its standard for DirectX (the samples need it) so nobody is not likely to have it set up that way.

Also just thought I'd congratulate you on a fine shader engine :-)

Deano

#1
06/04/2004 (4:36 pm)
It's been a while since we looked at this, I think the reasoning for shipping the headers is we have namespace collisions and also possibly problems with new and delete operator overrides.

I'll take a look and see if we can't find some other way around these issues.

Thanks Dean.
#2
06/08/2004 (3:08 pm)
Brian: There is a problem with the new operator with the D3DXMATRIXA16 structure that we changed.
#3
06/10/2004 (4:10 pm)
There WAS, doesn't seem to be a problem any longer. They have been removed.