Game Development Community

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:

#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.

#1
06/10/2009 (2:44 am)
Hi,

Just had the same errors. I fixed it by including "torqueConfig.h" above the #ifndef statement.