TGEA 1.7.1 Bugs and Fixes - Shipping Mode
by Taylor Petrick · in Torque Game Engine Advanced · 07/20/2008 (11:02 am) · 1 replies
I tried compiling with "define TORQUE_SHIPPING" and recieved a few errors.
The first one was in "gfx/D3D9/pc/gfxPCD3D9Device.cpp". The error complained about this section:
To fix it, I had to add
to the includes section of the file.
The second error occured in interiorDebug.cpp, which is in the interior directory. The entire file is controlled by an "ifdef TORQUE_SHIPPING", and it coughed up a lot of errors during compilation. For some reason, the interior code was not reacting to the TORQUE_SHIPPING define, and all of the functions that interiorDebug needed were not being compiled. For example, even though this block of code:
is surrounded by the define for a shipping build, the interiorDebug was not finding DebugShader or BlankTexture. Since I'm not sure of any other way to fix it, I just commented out the ifndefs and endifs so that all the shipping code was exposed. This seemed to fix everything, though its not the cleanest fix.
The first one was in "gfx/D3D9/pc/gfxPCD3D9Device.cpp". The error complained about this section:
#ifdef TORQUE_SHIPPING // Check DX Version here, bomb if we don't have the minimum. // Check platformWin32/dxVersionChecker.cpp for more information/configuration. AssertISV( checkDXVersion(), "Minimum DirectX version required to run this application not found. Quitting." ); #endif
To fix it, I had to add
#include "platformWin32/dxVersionChecker.h"
to the includes section of the file.
The second error occured in interiorDebug.cpp, which is in the interior directory. The entire file is controlled by an "ifdef TORQUE_SHIPPING", and it coughed up a lot of errors during compilation. For some reason, the interior code was not reacting to the TORQUE_SHIPPING define, and all of the functions that interiorDebug needed were not being compiled. For example, even though this block of code:
#ifndef TORQUE_SHIPPING ShaderData* mDebugShader; GFXTexHandle mBlankTexture; #endif
is surrounded by the define for a shipping build, the interiorDebug was not finding DebugShader or BlankTexture. Since I'm not sure of any other way to fix it, I just commented out the ifndefs and endifs so that all the shipping code was exposed. This seemed to fix everything, though its not the cleanest fix.
About the author
Torque 3D Owner Eric den Boer
Just had the same errors. I fixed it by including "torqueConfig.h" above the #ifndef statement.