Game Development Community

Compiling TSE

by Roland Stralberg · in Torque Game Engine Advanced · 09/02/2004 (12:31 am) · 8 replies

Hi

After download of TSE EA1 (version Sept 2, 2004)
there are some problems compiling with VisualStudio .net 2003
Here I describe them and what I did to fix them.

I would be great if we could have at least the errors fixed in
the CVS version, and really great if also the warnings could
be fixed ( at mostly a couple of hours work ). Below is a
summary of a deatiled document of the compilation. I you wan't
the complete document ( pdf 114 kByte ) I can send it to you,
just send a mail.
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Compiling TSE EA1 using VisualStudio C++ .net 2003

Environment:
VisualStudo C++ .net 2003 7.1.3088
Windows XP 5.1.2600 Service Pack 2 Build 2600
DirectX 9.0c ( aka Summer update 2004 )

Out of box compiling using TSE SDK.sln
Batch build with all selected

..... snip .... snip .... snip .... snip ....


Rebuild All: 15 succeeded, 7 failed, 0 skipped


Conclution:
Some of the projects gives acceptable warnings. But in my opinion it would be great
to get rid of them once and for all. With all the warnings it's hard to see a new
warning that is non-accpetable. What I really want to see is a compilation with
0 Warnings and 0 Errors.

Errors are not acceptable and must be attended.

Fixing the errors:

Remove d3d9.lib,dxerr9.lib,d3dx9.lib from TSE LIB - 'Librarian/General/Additional Dependencies' in both Debug and Release modes

Remove d3d9.lib,dxerr9.lib,d3dx9.lib from Max2dtsExporter Max4 - 'Librarian/General/Additional Dependencies' in Release mode

Move d3d9.lib,dxerr9.lib,d3dx9.lib in Max2dtsExporter Max4 - 'Librarian/General/Additional Dependencies' Debug mode so the appears at end of list

Add gfxTextureProfile.cpp and gfxTextureProfile.h to TSE LIB project


This will give you
Build: 22 succeeded, 0 failed, 0 skipped

#1
09/02/2004 (7:58 am)
Hello,

Ya, I have had the same problems. One thing that bothers me is that there is more then one solution file in the directory. The one that is not being used should also be removed.
As far as the warnings, that comes with doing cross platform work. For example unix socks use unsigned int while windows uses signed int. There are ways to do pragma and disable the error which may or may not be a good idea. That is better left to the people at gg to decide.

Ben
#2
09/02/2004 (10:36 am)
I think that delivering source cluttered up with warnings
as freeware is one thing, but selling it another. But
of course I have to accept it, I were just wishing.. :)

Some #ifdef's wouldn't hurt.
Disabling the warnings does not seem like a good idea I think.

However. I prepared to live with them :), GG are doing a great
job anyway.

Regarding the TorqueShaderEngine.sln file I agree with you Ben.
Either there should be an explanation on when or why to use it
or it should be removed to avoid confusion.

/roland
#3
09/02/2004 (10:57 am)
Keep in mind this is the EA version, and is subject to changes at any given moment. I recieved completely different warnings when I compiled my copy, as I purchased and downloaded on a different date than you.
Something that appears unused or unneeded at the moment, may still be there for a reason. Perhaps even a reason as simple as they haven't yet had the time to update the archive.
#4
09/02/2004 (11:38 am)
Yes Erik. Of course you are right.

They are dong a great job and as I wrote
- I can live with the warning's -

But the errors are bit harder to live with
because one has to fix them everytime after
a cvs-update. I do cvs updates very often
just because it's the EA version and there
are fixes now and then which is just great.

That's why i pointed them out in hope that
someone with cvs-write access can fix them.

The warnings and the extra sln.file is no big deal
#5
09/03/2004 (2:03 pm)
Roland - thanks for the fixes. Good explanations - it took me only a few minutes to deal with the errors.

You guys are being a little quick to judge, though.

Erik is right - a lot of things are there for subtle but important reasons. The secondary solution file is there so that you can (once I've compiled the support libraries) load and work with ONLY TSE - not the lib, not the exporters, not any of the tools, etc. This gives significantly faster compile times and on my system (which has low RAM) a more interactive editing experiencing. That's why one is called TSE SDK and the other is called TorqueShaderEngine.

One reason I hadn't addressed the issue was that VC has a tendency to modify project files for no apparent reason (and needless to say, it's a pain to validate every setting is correct when you do the commit!). I felt it was better to let it be if it wasn't causing any problems, rather than potentially break the project file.

Hopefully the new project files will work for you. If you have any problems, please make a post!

Thanks,
Ben
#6
09/03/2004 (3:30 pm)
Hi Ben

"You guys are being a little quick to judge, though. "
Yeah... I'm sorry if any of my writing has been to strong,
that was not my meaning. You are doing a great job and
I'm glad for the updates.

/roland
#7
09/04/2004 (1:58 pm)
No worries. :) I tend to be a bit protective of my work. ;)
#8
09/04/2004 (3:44 pm)
Hello Ben,

Thanks for the explanation on the extra solution file. That will make things easier. That may be a good think to put in the tse docs.

Ben