TMK errors
by Nathan Kent · in Torque Game Engine · 01/04/2008 (2:03 pm) · 29 replies
While trying to implement the Torque Modernization Kit, I have come up with six problems when trying to compile:
I know how to solve this (downloading cppunit), but I'd rather not. While browsing through the current TMK thread, I found a post that just suggested I take out the files that are causing the problems, and it should work, but it doesn't. I get:
If I remove the problem file (mkTesting.cpp), the result is a total of over 50 errors.
If anyone knows how to fix this, I'd appreciate it. I'm not all that great at debugging Torque because VS2005 is screwy about it, and I'd appreciate help.
Error 1 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h 9 Error 2 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkCgTests.h 9 Error 3 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkATITTests.h 9 Error 4 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkASMTests.h 9 Error 5 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkVBOTests.h 9 Error 6 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h 9
I know how to solve this (downloading cppunit), but I'd rather not. While browsing through the current TMK thread, I found a post that just suggested I take out the files that are causing the problems, and it should work, but it doesn't. I get:
Error 1 fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h 9
If I remove the problem file (mkTesting.cpp), the result is a total of over 50 errors.
If anyone knows how to fix this, I'd appreciate it. I'm not all that great at debugging Torque because VS2005 is screwy about it, and I'd appreciate help.
About the author
#22
Thanks for all the help, I really appreciate it!
01/09/2008 (1:05 pm)
Ok, thanks. Good thing I have SourceSafe, I can just check TMK in and build a version that my computer supports. Thanks for all the help, I really appreciate it!
#23
Anyways, my question is, is there any chanses at all that i might find proper driver(and is so, a tip where to search would be fine, i have learned that the official site for the card might not always be the best bet) for my Radeon X2300 that if not supporting all new featurees in TMK does at least not crash, or should i get working on the script side for a while untill the stationary is repaired using an older build, and then use the new build when i get my stationary computer back(with the new scripts of course)?
Here is the video console log btw:
Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
"OpenGL" display device not found!
"OpenGL" display device not found!
Activating the D3D display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_blend_subtract
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
Vertical Sync
ATI_FSAA
EXT_Cg_shader
ARB_texture_rectangle
ARB_vertex_program
ARB_fragment_program
ATI_text_fragment_shader
ARB_shader_objects
ARB_shading_language
ARB_vertex_shader
ARB_fragment_shader
ARB_vertex_buffer_object
EXT_framebuffer_object
Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT
On a sidenote: computers are evil, and hate humans, but i am surprised at how many times things go right, given the level of complexity involved in a computer.
Oh and also: Thanks for TMK, shiny refractive stuff looks cool
New edit:
http://en.wikipedia.org/wiki/Comparison_of_ATI_graphics_processing_units
In that comparision, they have x2300 farther down than Radeon 9300, does that mean that X2300 de facto is "above" Radeon 9300?
03/28/2008 (9:36 am)
I also have a similar problem, my laptop (my familys stationary computer fucked up, because it was family computer, meaning that it had been abused for about three years and simply refused to start one day), does not support the featurees TMK implents, which my stationary computer did. The laptop is using "ATI mobility Radeon x2300". I dont know nothing about hardware, but its a relativly new laptop, and i told the salesmen that i wanted a laptop with at least decent video capabilities(but salesmen are more often than not incompetent and dont know what they are talking about, so that could be an issue). I am searching for new drivers for this card, that might incorporate those missing featurees. Is Radeon 9500 and above a really flashy and new graphics card, or is it something that you find in most common computers today? Does it have to be Radeon, and not X Radeon? X Radeon sounds better to me =) XRadeon sounds like a next generation Radeon, and has everything radeon ever had but better, and makes your teeth whiter while you sleep.Anyways, my question is, is there any chanses at all that i might find proper driver(and is so, a tip where to search would be fine, i have learned that the official site for the card might not always be the best bet) for my Radeon X2300 that if not supporting all new featurees in TMK does at least not crash, or should i get working on the script side for a while untill the stationary is repaired using an older build, and then use the new build when i get my stationary computer back(with the new scripts of course)?
Here is the video console log btw:
Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
"OpenGL" display device not found!
"OpenGL" display device not found!
Activating the D3D display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_blend_subtract
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
Vertical Sync
ATI_FSAA
EXT_Cg_shader
ARB_texture_rectangle
ARB_vertex_program
ARB_fragment_program
ATI_text_fragment_shader
ARB_shader_objects
ARB_shading_language
ARB_vertex_shader
ARB_fragment_shader
ARB_vertex_buffer_object
EXT_framebuffer_object
Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT
On a sidenote: computers are evil, and hate humans, but i am surprised at how many times things go right, given the level of complexity involved in a computer.
Oh and also: Thanks for TMK, shiny refractive stuff looks cool
New edit:
http://en.wikipedia.org/wiki/Comparison_of_ATI_graphics_processing_units
In that comparision, they have x2300 farther down than Radeon 9300, does that mean that X2300 de facto is "above" Radeon 9300?
#24
04/01/2008 (3:43 pm)
Follow up: The problem was that Radeon x2300 does not support openGL at all(which i guess it will have to do?), wish the godamn clow of a salesmen would have told me that because it kind of limits very much.
#25
I'm thinking that I must have done something wrong in the code, because (to my knowledge) the computer should be able to handle it.
Dell Vostro 1400
Intel Core Duo @ 1.8GHz, 1.78GHz
2 GB of RAM
Windows XP
-Graphics Card-
GeForce 8400M GS
ForceWare Version 156.19
256 MB Memory
459MHz
-Supports-
Shader Model 4.0
OpenGL 2.0
DirectX 10
Edit -> Forgot to mention that I don't know if the drivers are up-to-date. I would think that they should be, considering that the computer is less than a month old. Looking over the console.log, I noticed that it said I was using OpenGL 1.1, and I'm not sure if that's my fault, or just what Torque supports.
06/23/2008 (4:33 am)
Okay, I'm having the problem again. I took out TMK because the computer I had at the time wasn't good enough, and since I have a new computer available, I have attempted to get it back in. The funny thing though, is that I'm getting the same problem as last time:OpenGL driver information: Vendor: Microsoft Corp. Renderer: Direct3D Version: 1.1 OpenGL Init: Enabled Extensions ARB_multitexture (Max Texture Units: 2) EXT_compiled_vertex_array EXT_texture_env_combine EXT_fog_coord OpenGL Init: Disabled Extensions EXT_blend_color EXT_blend_minmax EXT_blend_subtract EXT_paletted_texture NV_vertex_array_range EXT_packed_pixels ARB_texture_compression EXT_texture_compression_s3tc 3DFX_texture_compression_FXT1 (ARB|EXT)_texture_env_add EXT_texture_filter_anisotropic WGL_EXT_swap_control EXT_Cg_shader ARB_texture_rectangle ARB_vertex_program ARB_fragment_program ATI_text_fragment_shader ARB_shader_objects ARB_shading_language ARB_vertex_shader ARB_fragment_shader ARB_vertex_buffer_object EXT_framebuffer_object Could not load this GL function: glGenFramebuffersEXT Could not load this GL function: glBindFramebufferEXT
I'm thinking that I must have done something wrong in the code, because (to my knowledge) the computer should be able to handle it.
Dell Vostro 1400
Intel Core Duo @ 1.8GHz, 1.78GHz
2 GB of RAM
Windows XP
-Graphics Card-
GeForce 8400M GS
ForceWare Version 156.19
256 MB Memory
459MHz
-Supports-
Shader Model 4.0
OpenGL 2.0
DirectX 10
Edit -> Forgot to mention that I don't know if the drivers are up-to-date. I would think that they should be, considering that the computer is less than a month old. Looking over the console.log, I noticed that it said I was using OpenGL 1.1, and I'm not sure if that's my fault, or just what Torque supports.
#26
ARB_shader_objects, ARB_shading_language, ARB_vertex_shader, ARB_fragment_shader, ARB_vertex_buffer_object and EXT_framebuffer_object.
06/23/2008 (4:51 am)
I don't particularly keep up with GeForce cards so I don't know what models are capable of what, but do try to update your drivers at least. A good many of those disabled extensions are necessary for TMK to work.ARB_shader_objects, ARB_shading_language, ARB_vertex_shader, ARB_fragment_shader, ARB_vertex_buffer_object and EXT_framebuffer_object.
#27
06/23/2008 (5:15 am)
Stupid question: is there a way to enable them? This is my first computer with a graphics card (never needed one), and I really don't know if they're unavailable, or just "turned-off". =P
#28
I hope that might help.
06/23/2008 (5:52 am)
Having up to date drivers should cause all available extensions on the card to be enabled. I didn't notice it earlier but your log says that your renderer is Direct 3d. In the in-game graphics options switch your Display Driver to OpenGL. TMK will not run in Direct 3d at all.I hope that might help.
#29
I'll see if it works.
Edit-> Haha, Victory! That was exactly it! Now all I need to do is set up a system to check if I'm using the TMK, and only allow openGL if I am. Thanks!
06/23/2008 (6:30 am)
That might be it! The only problem with that is I can't even get to the options dialog, good thing that it uses the prefs! =PI'll see if it works.
Edit-> Haha, Victory! That was exactly it! Now all I need to do is set up a system to check if I'm using the TMK, and only allow openGL if I am. Thanks!
Associate Alex Scarborough