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PaulWeston

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  1. FYI, I got the DX11 compiling with your sample project, I just redid all my include and library paths and this time it worked. So, that was my bad, it's sorted. However, when I try to run my Dx11 build (which has AFX + other mods), in dx11 it still crashes on startup while dx9 mode is fine. I got a debug build running, and the stack trace ends with this error in the lighting system initialization (everything else prior seems ok): Using Advanced Lighting D3D11 ERROR: ID3D11DeviceContext::Map: Map cannot be called with MAP_WRITE_DISCARD access, because the Resource was not created with the D3D11_CPU_ACCESS_WRITE flag. [ RESOURCE_MANIPULATION ERROR #2097210: RESOURCE_MAP_INVALIDMAPTYPE] ..\..\..\..\..\Engine\source\gfx\D3D11\gfxD3D11IndexBuffer.cpp(97,0): {Fatal} - GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer. Any ideas? I posted this in the DX11 thread as well, not sure if this is VR or DX11 issue. So, we can ignore the console warnings for the barrel distortion stuff? Thanks again for your help P
  2. OK, I figured that out, typical include pathing error I had to hunt down, grr. Anyhow, it compiles fine, and runs fine too, I can switch to DirectX11 in the video options and everything looks good. However, when I add in my custom code which includes the Oculus/Vr support, I get this error on startup when in DX11 mode (dX9 loads fine): Using Advanced Lighting D3D11 ERROR: ID3D11DeviceContext::Map: Map cannot be called with MAP_WRITE_DISCARD access, because the Resource was not created with the D3D11_CPU_ACCESS_WRITE flag. [ RESOURCE_MANIPULATION ERROR #2097210: RESOURCE_MAP_INVALIDMAPTYPE] ..\..\..\..\..\Engine\source\gfx\D3D11\gfxD3D11IndexBuffer.cpp(97,0): {Fatal} - GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer. Any ideas on that one? Thanks :)
  3. Yes, back to VR :) I noticed that the barrel distortion is no longer present now, is that not being called anymore for a reason? Or should it be there? Because actually through the DK1 without the barrel distortion seems fine, do they correct now without needing the barrel effect? Thanks :)
  4. Hey all, Bringing this discussion over here from the RiftDK2 thread, since it is more related to DX11... I just did a fresh build of a freshly created Dx11 project, using the current T3d_Development github download... Am working in 64 bit, so I removed the .asm files from the project as usual. Not adding in any Oculus or OpenVr support, this is just stock. And I get these unresolved externals: 1>------ Build started: Project: Dx11Test DLL, Configuration: Release x64 ------ 1>../../Link/VC2010.Release.x64/Dx11Test DLL/fileDialog.obj : warning LNK4042: object specified more than once; extras ignored 1> Creating library ../../../game/Dx11Test DLL.lib and object ../../../game/Dx11Test DLL.exp 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol CreateDXGIFactory1 referenced in function "private: virtual void __cdecl GFXD3D11Device::enumerateVideoModes(void)" (?enumerateVideoModes@GFXD3D11Device@@EEAAXXZ) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3D11CreateDeviceAndSwapChain referenced in function "public: virtual void __cdecl GFXD3D11Device::init(struct GFXVideoMode const &,class PlatformWindow *)" (?init@GFXD3D11Device@@UEAAXAEBUGFXVideoMode@@PEAVPlatformWindow@@@Z) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3DCompile referenced in function "public: virtual class GFXVertexDecl * __cdecl GFXD3D11Device::allocVertexDecl(class GFXVertexFormat const *)" (?allocVertexDecl@GFXD3D11Device@@UEAAPEAVGFXVertexDecl@@PEBVGFXVertexFormat@@@Z) 1>gfxD3D11Shader.obj : error LNK2001: unresolved external symbol D3DCompile 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DReflect referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DDisassemble referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DCreateBlob referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol D3DXDisassembleShader referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorStringA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorDescriptionA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9TextureManager.obj : error LNK2019: unresolved external symbol D3DXLoadSurfaceFromMemory referenced in function "protected: virtual bool __cdecl GFXD3D9TextureManager::_loadTexture(class GFXTextureObject *,class GBitmap *)" (?_loadTexture@GFXD3D9TextureManager@@MEAA_NPEAVGFXTextureObject@@PEAVGBitmap@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol Direct3DCreate9 referenced in function "protected: static void __cdecl GFXPCD3D9Device::createDirect3D9(struct IDirect3D9 * &,struct IDirect3D9Ex * &)" (?createDirect3D9@GFXPCD3D9Device@@KAXAEAPEAUIDirect3D9@@AEAPEAUIDirect3D9Ex@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_BeginEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::enterDebugEvent(class ColorI,char const *)" (?enterDebugEvent@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_EndEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::leaveDebugEvent(void)" (?leaveDebugEvent@GFXPCD3D9Device@@UEAAXXZ) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_SetMarker referenced in function "public: virtual void __cdecl GFXPCD3D9Device::setDebugMarker(class ColorI,char const *)" (?setDebugMarker@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioCalculate referenced in function "public: void __cdecl SFXXAudioDevice::_setOutputMatrix(class SFXXAudioVoice *)" (?_setOutputMatrix@SFXXAudioDevice@@QEAAXPEAVSFXXAudioVoice@@@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioInitialize referenced in function "public: __cdecl SFXXAudioDevice::SFXXAudioDevice(class SFXProvider *,class String const &,struct IXAudio2 *,unsigned int,unsigned int,unsigned int)" (??0SFXXAudioDevice@@QEAA@PEAVSFXProvider@@AEBVString@@PEAUIXAudio2@@III@Z) 1>../../../game/Dx11Test DLL.dll : fatal error LNK1120: 16 unresolved externals 2>------ Build started: Project: Dx11Test, Configuration: Release x64 ------ 2> Dx11Test.vcxproj -> C:\Torque\Torque3D-development\My Projects\Dx11Test\buildFiles\VisualStudio 2010\projects\../../../game/Dx11Test.exe ========== Build: 1 succeeded, 1 failed, 15 up-to-date, 0 skipped ========== Any ideas what step I may be missing? Oh and my OS is Windows 7, video card is 2GB Radeon (older but still good). I have Dx11, dxdiag reports version 11 with no issues. Other DirectX11 games work fine. So drivers and environment should be fine for this. Thanks again for the help, cheers P
  5. Project Generator, I am not familiar with cmake
  6. OK, I found out that I actually was already running the June 2010 SDK, I did away with the 2009 a while ago and had forgotten. So, that's proper anyways :) I just did a fresh build of a freshly created Dx11 project, using the current T3d_Development github download... Am working in 64 bit, so I removed the .asm files from the project as usual. Not adding in any Oculus or OpenVr support, this is just stock. And I get the same unresolved externals: 1>------ Build started: Project: Dx11Test DLL, Configuration: Release x64 ------ 1>../../Link/VC2010.Release.x64/Dx11Test DLL/fileDialog.obj : warning LNK4042: object specified more than once; extras ignored 1> Creating library ../../../game/Dx11Test DLL.lib and object ../../../game/Dx11Test DLL.exp 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol CreateDXGIFactory1 referenced in function "private: virtual void __cdecl GFXD3D11Device::enumerateVideoModes(void)" (?enumerateVideoModes@GFXD3D11Device@@EEAAXXZ) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3D11CreateDeviceAndSwapChain referenced in function "public: virtual void __cdecl GFXD3D11Device::init(struct GFXVideoMode const &,class PlatformWindow *)" (?init@GFXD3D11Device@@UEAAXAEBUGFXVideoMode@@PEAVPlatformWindow@@@Z) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3DCompile referenced in function "public: virtual class GFXVertexDecl * __cdecl GFXD3D11Device::allocVertexDecl(class GFXVertexFormat const *)" (?allocVertexDecl@GFXD3D11Device@@UEAAPEAVGFXVertexDecl@@PEBVGFXVertexFormat@@@Z) 1>gfxD3D11Shader.obj : error LNK2001: unresolved external symbol D3DCompile 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DReflect referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DDisassemble referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DCreateBlob referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol D3DXDisassembleShader referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorStringA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorDescriptionA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9TextureManager.obj : error LNK2019: unresolved external symbol D3DXLoadSurfaceFromMemory referenced in function "protected: virtual bool __cdecl GFXD3D9TextureManager::_loadTexture(class GFXTextureObject *,class GBitmap *)" (?_loadTexture@GFXD3D9TextureManager@@MEAA_NPEAVGFXTextureObject@@PEAVGBitmap@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol Direct3DCreate9 referenced in function "protected: static void __cdecl GFXPCD3D9Device::createDirect3D9(struct IDirect3D9 * &,struct IDirect3D9Ex * &)" (?createDirect3D9@GFXPCD3D9Device@@KAXAEAPEAUIDirect3D9@@AEAPEAUIDirect3D9Ex@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_BeginEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::enterDebugEvent(class ColorI,char const *)" (?enterDebugEvent@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_EndEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::leaveDebugEvent(void)" (?leaveDebugEvent@GFXPCD3D9Device@@UEAAXXZ) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_SetMarker referenced in function "public: virtual void __cdecl GFXPCD3D9Device::setDebugMarker(class ColorI,char const *)" (?setDebugMarker@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioCalculate referenced in function "public: void __cdecl SFXXAudioDevice::_setOutputMatrix(class SFXXAudioVoice *)" (?_setOutputMatrix@SFXXAudioDevice@@QEAAXPEAVSFXXAudioVoice@@@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioInitialize referenced in function "public: __cdecl SFXXAudioDevice::SFXXAudioDevice(class SFXProvider *,class String const &,struct IXAudio2 *,unsigned int,unsigned int,unsigned int)" (??0SFXXAudioDevice@@QEAA@PEAVSFXProvider@@AEBVString@@PEAUIXAudio2@@III@Z) 1>../../../game/Dx11Test DLL.dll : fatal error LNK1120: 16 unresolved externals 2>------ Build started: Project: Dx11Test, Configuration: Release x64 ------ 2> Dx11Test.vcxproj -> C:\Torque\Torque3D-development\My Projects\Dx11Test\buildFiles\VisualStudio 2010\projects\../../../game/Dx11Test.exe ========== Build: 1 succeeded, 1 failed, 15 up-to-date, 0 skipped ========== Any ideas what step I may be missing? Oh and my OS is Windows 7, video card is 2GB Radeon (older but still good). I have Dx11, dxdiag reports version 11 with no issues. Other DirectX11 games work fine. So drivers and environment should be fine for this. Thanks again for the help, cheers P
  7. Ahh, cool, ok, am downloading that now. So, this just gets installed and then Visual Studio will automatically become aware of it? ie. the June 2010 will take over the $(DXSDK_DIR) folder? And to confirm, this is the environment setup required: - June 2010 DirectX SDK installed - Windows SDK 7.1 installed - Compiling with Visual Studio 2010 (platform toolset set to Windows7.1SDK) - Stock Torque Dev branch build, just adding in gfx/d3d11 to the project I will try this before getting back to the OpenVR, just to be sure this works first. Thanks :)
  8. My library directories setting in Visual Studio reads as follows: $(DXSDK_DIR)\Lib\x64 $(WindowsSdkDir)lib\x64 $(VCInstallDir)lib\amd64 $(VSInstallDir) $(VSInstallDir)lib\amd64 So, it looks like I am including both SDKs, but like I said I am just not sure 100% how this all works. I'm a script guy who tries hard to work the C code, I have done many engine mods before, it is always tricky for me but I usually prevail in the end :) But in this case I'm stumped.
  9. Well, that's the thing... I'm not sure if I have everything configured right, because I can't find a primer on how to set this up for DX11 :) I know I have both SDKs installed in my system, both the original June 2009 that was used for Torque since forever, and then I have the Windows SDK 7.1. In my Visual Studio I am compiling using the Windows SDK 7.1 platform toolset. But I am not sure if there is some other pathing I need to do, or configuration I need to change, to force it to DX11? Thanks
  10. And my own code (which is a merge of the openvr_dx11 with Azaezel's AFX_d3d11 branch, along with my own custom mods added in after for advanced character kit and a few others), compiles fine with no unresolved externals, functions great in DX9, but in DX11 crashes right away (see console log in the post a few entries up the thread). As a side note, I see great improvements in the look of the rendering even when using DX9, going from 3.7 to this latest version. Here is a sample (3.7 on left, latest build on right): http://gambitrealm.com/ncc1701-50th/dx11-bridge.jpg http://gambitrealm.com/ncc1701-50th/dx11-sulu.jpg I take it this is because of improved shaders and such? Nice work everyone, looks great :) Will see if I can get a debug build going and get a stack trace for you, thanks! P
  11. My bad, of course I should have posted the compilation errors. Here they are, using a fresh copy of the openvr_dx11 branch, with the D3d11 folder added in, all libs and includes pathed correctly for the VR/Oculus stuff, and the code compiles fine except for these unresolved externals: 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol CreateDXGIFactory1 referenced in function "private: virtual void __cdecl GFXD3D11Device::enumerateVideoModes(void)" (?enumerateVideoModes@GFXD3D11Device@@EEAAXXZ) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3D11CreateDeviceAndSwapChain referenced in function "public: virtual void __cdecl GFXD3D11Device::init(struct GFXVideoMode const &,class PlatformWindow *)" (?init@GFXD3D11Device@@UEAAXAEBUGFXVideoMode@@PEAVPlatformWindow@@@Z) 1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3DCompile referenced in function "public: virtual class GFXVertexDecl * __cdecl GFXD3D11Device::allocVertexDecl(class GFXVertexFormat const *)" (?allocVertexDecl@GFXD3D11Device@@UEAAPEAVGFXVertexDecl@@PEBVGFXVertexFormat@@@Z) 1>gfxD3D11Shader.obj : error LNK2001: unresolved external symbol D3DCompile 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DReflect referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DDisassemble referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DCreateBlob referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol D3DXDisassembleShader referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorStringA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorDescriptionA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z) 1>gfxD3D9TextureManager.obj : error LNK2019: unresolved external symbol D3DXLoadSurfaceFromMemory referenced in function "protected: virtual bool __cdecl GFXD3D9TextureManager::_loadTexture(class GFXTextureObject *,class GBitmap *)" (?_loadTexture@GFXD3D9TextureManager@@MEAA_NPEAVGFXTextureObject@@PEAVGBitmap@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol Direct3DCreate9 referenced in function "protected: static void __cdecl GFXPCD3D9Device::createDirect3D9(struct IDirect3D9 * &,struct IDirect3D9Ex * &)" (?createDirect3D9@GFXPCD3D9Device@@KAXAEAPEAUIDirect3D9@@AEAPEAUIDirect3D9Ex@@@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_BeginEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::enterDebugEvent(class ColorI,char const *)" (?enterDebugEvent@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_EndEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::leaveDebugEvent(void)" (?leaveDebugEvent@GFXPCD3D9Device@@UEAAXXZ) 1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_SetMarker referenced in function "public: virtual void __cdecl GFXPCD3D9Device::setDebugMarker(class ColorI,char const *)" (?setDebugMarker@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioCalculate referenced in function "public: void __cdecl SFXXAudioDevice::_setOutputMatrix(class SFXXAudioVoice *)" (?_setOutputMatrix@SFXXAudioDevice@@QEAAXPEAVSFXXAudioVoice@@@Z) 1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioInitialize referenced in function "public: __cdecl SFXXAudioDevice::SFXXAudioDevice(class SFXProvider *,class String const &,struct IXAudio2 *,unsigned int,unsigned int,unsigned int)" (??0SFXXAudioDevice@@QEAA@PEAVSFXProvider@@AEBVString@@PEAUIXAudio2@@III@Z) 1>../../../game/D3DNewTest DLL.dll : fatal error LNK1120: 16 unresolved externals
  12. Hey again, The DK1 already works fine with my existing T3D build, which is based on 3.7. I am planning to build a new EXE that will support the DK2/CV1, and include both EXE files with my distribution. *** So my problem relates only to this new build I am doing using 3.8 and your OpenVr/DX11 Branch. *** I have the DX11 code all integrated and it builds fine, but it crashes immediately on startup if I choose D3D11 as the video driver in the Options screen. How are you all able to run DX11, if it crashes immediately? I have all the engine code merged correctly, and my game folder is updated with the latest shaders and the core directory, the game loads fine and runs great with DX9 video option set, but for DX11 it just crashes. The console log clearly shows that when in DX11 it is not enumerating the supported video modes, comapred to DX9 where it gets past initialization fine. There must be something I missed somewhere, but I have no idea where. And since there are no errors and DX9 works fine, I am stumped. Thinking it may be my project, I started a whole new project using the openvr repo download, but it won't compile for me, I get a bunch of unresolved externals. Sigh, frustrated :( I have been using T3D for years now and consider myself to be a medium-level programmer, I have done dozens of mods and resources in my engine code without issue, but this DX11 appears to have no help or guidance or steps to take in order to get it working. I was hoping for some help. Is there a DX11 thread somewhere that is useful and contains steps, etc to get it working? I can't find anything useful here to help me. Is it supposed to be as simple as just including the DX11 folder under GFX, and then compiling? Because like I said that just crashes for me when I choose DX11 in the video options. Would like to test in the openvr build, just in case it is something with my project, but the openvr build does not compile for me, I get unresolved externals that I can't figure out. Thanks in advance for any guidance you can provide. P
  13. Here is the difference between DX9 and DX11 for me, any ideas why DX11 crashes? Thanks :) DX11: core/scripts/client/oculusVR.cs (135): Unable to find function getOVRHMDDisplayDeviceId Attempting to create GFX device: AMD Radeon HD 6670 (D3D11) [] Device created, setting adapter and enumerating modes Hardware occlusion query detected: Yes WMIVideoInfo: DxDiag initialized Initializing GFXCardProfiler (Direct3D11) o Chipset : 'AMD' o Card : 'AMD Radeon HD 6670' o Version : '' o VRAM : 2032 MB - Scanning card capabilities... GFXCardProfiler (Direct3D11) - Setting capability 'maxTextureWidth' to 16384. GFXCardProfiler (Direct3D11) - Setting capability 'maxTextureHeight' to 16384. GFXCardProfiler (Direct3D11) - Setting capability 'maxTextureSize' to 16384. - Loading card profiles... - No card profile core/profile/Direct3D11.cs exists - No card profile core/profile/Direct3D11.AMD.cs exists - No card profile core/profile/Direct3D11.AMD.AMDRadeonHD6670.cs exists - No card profile core/profile/Direct3D11.AMD.AMDRadeonHD6670..cs exists core/scripts/client/openVR.cs (231): Unable to find function getOVRHMDResolution GuiCanvas::setVideoMode(): Error - Invalid resolution of (800, 600) - attempting (800, 600) core/scripts/client/postFx/ovrBarrelDistortion.cs (82): Unable to instantiate non-conobject class BarrelDistortionPostEffect. core/scripts/client/postFx/ovrBarrelDistortion.cs (108): Unable to instantiate non-conobject class BarrelDistortionPostEffect. core/scripts/client/postFx/ovrBarrelDistortion.cs (133): Unable to instantiate non-conobject class BarrelDistortionPostEffect. % - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs % - PostFX Manager - Applying from preset % - PostFX Manager - PostFX enabled core/scripts/gui/messageBoxes/messageBox.ed.cs (23): string always evaluates to 0. Missing file: core/art/gui/customProfiles.cs! LOADING CLIENT SCRIPTS--------------------------------------------------- LOADING SERVER SCRIPTS--------------------------------------------------- sfxStartup... SFXSystem::createDevice - created DirectSound device 'Primary Sound Driver' SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound Provider: DirectSound Device: Primary Sound Driver Hardware: No ******* GAME CRASHES HERE, NOTHING MORE IN CONSOLE.LOG ****** DX9 is fine: core/scripts/client/oculusVR.cs (135): Unable to find function getOVRHMDDisplayDeviceId Attempting to create GFX device: AMD Radeon HD 6670 (D3D9) [\\.\DISPLAY1] GFXD3D9EnumTranslate: Unassigned value in GFXD3D9PrimType: 5 Device created, setting adapter and enumerating modes Cur. D3DDevice ref count=1 Pix version detected: 3.000000 Vert version detected: 3.000000 Maximum number of simultaneous samplers: 16 Number of simultaneous render targets: 4 Hardware occlusion query detected: Yes Using Direct3D9Ex: No WMIVideoInfo: DxDiag initialized Initializing GFXCardProfiler (D3D9) o Chipset : 'AMD' o Card : 'AMD Radeon HD 6670' o Version : '' o VRAM : 2032 MB - Scanning card capabilities... GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1. GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 16384. GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 16384. GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 16384. GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1. GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1. GFXCardProfiler (D3D9) - Setting capability 'independentMrtBitDepth' to 1. - Loading card profiles... - Loaded card profile core/profile/D3D9.cs - No card profile core/profile/D3D9.AMD.cs exists - No card profile core/profile/D3D9.AMD.AMDRadeonHD6670.cs exists - No card profile core/profile/D3D9.AMD.AMDRadeonHD6670..cs exists core/scripts/client/openVR.cs (231): Unable to find function getOVRHMDResolution GuiCanvas::setVideoMode(): Error - Invalid resolution of (800, 600) - attempting (800, 600) GFXPCD3D9Device::reset - depthstencil 752c238 has 2 ref's --- Resetting D3D Device --- GFXPCD3D9Device::reset - depthstencil 75d1c58 has 2 ref's --- Resetting D3D Device --- core/scripts/client/postFx/ovrBarrelDistortion.cs (82): Unable to instantiate non-conobject class BarrelDistortionPostEffect. core/scripts/client/postFx/ovrBarrelDistortion.cs (108): Unable to instantiate non-conobject class BarrelDistortionPostEffect. core/scripts/client/postFx/ovrBarrelDistortion.cs (133): Unable to instantiate non-conobject class BarrelDistortionPostEffect. % - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs % - PostFX Manager - Applying from preset % - PostFX Manager - PostFX enabled core/scripts/gui/messageBoxes/messageBox.ed.cs (23): string always evaluates to 0. Missing file: core/art/gui/customProfiles.cs! LOADING CLIENT SCRIPTS--------------------------------------------------- LOADING SERVER SCRIPTS--------------------------------------------------- sfxStartup... SFXSystem::createDevice - created DirectSound device 'Primary Sound Driver' SFXDSDevice::setDistanceModel - 'linear' distance attenuation not supported by DirectSound Provider: DirectSound Device: Primary Sound Driver Hardware: No Buffers: 16 -------------- Attempting to set resolution to "800 600 false 32 4 4" Accepted Mode: --Resolution : 800 600 --Full Screen : No --Bits Per Pixel : 32 --Refresh Rate : 4 --FSAA Level : 4 -------------- GFXPCD3D9Device::reset - depthstencil 75b81f8 has 2 ref's --- Resetting D3D Device --- GFXPCD3D9Device::reset - depthstencil 755e338 has 2 ref's --- Resetting D3D Device ---
  14. Ahhh, so just remove the /oculusvr folder from the project and recompile, it's no longer needed? So if I don't have steamVR an oculus runtimes installed, that might explain why it crashes for me? I only have the old Rift DK1, which never needs a driver or a runtime, it's just a display and worked great that way. So I already have a working EXE that can be used for that, but people tell me it didn't work in their DK2... Will this new EXE that I make using your code be usable by them? In theory at least? lol And can I just install steamVR and an oculus runtime and simulate this somehow on my system, just to make sure it runs? Thanks again, cheers
  15. OK thanks... And just to confirm, you use which Oculus SDK to compile this with? Because I tried using the 0.8 (that's what the source code in platform/input/oculusvr calls for), however it will not compile without changing the source code to use "ovrSession" instead of "ovrHmd". If I change those, it compiles fine using 0.8, the game runs fine in normal dx9, however with dx11 set it crashes immediately after the splash screen. So, I thought I would try using the older SDK 0.5, which used to work, but it does not compile without requiring other source changes. I'm just running in circles and can't figure out how you guys are making this work while I can't, lol. I know I'm close.
  16. Been trying to get the DX11 to work, but am having some issues... I have built a new EXE using the DX11/OpenVR build, and the executable runs fine in the sample Template as long as the Video option is set to DX9. But when I set to DX11 in the video options and then restart the game, it crashes on the splash screen. Console does not report anything specific, other than it seems to crash during or right after loading the lighting system. Is there anything specific I need to do when building this, to enable the DX11? because in the console.log it seems to be detecting the DX11 device right away no problem, identifies my video card and says it is capable, that's encouraging, but then it says there is no card profile for dx11 in the core directory. Is this a file that needs to be there but is not in the distribution for some reason? Anyhow, just wondering if there is anything I may have missed? My codebase has AFX merged in, which could be part of the problem, and it's also possible I missed something in my code merge. But I have looked over the compare several times and I'm pretty sure I got everything done properly. I can't find any guide or documentation anywhere that tells how to build and deploy for DX11, it's kind of a mystery, so any help would be appreciated. Thanks!
  17. Well, AFX has been open-sourced for a while now, so that's no issue :) This will be all rolled into our free Star Trek 50th Anniversary game, so people with newer Rift devices can experience the ship in VR, which will be awesome. It works great on my DK1, so I imagine DK2 will be even sweeter.
  18. I have thought about posting my custom engine mod to GitHub for those who want it, it includes tons of goodies merged in... However it uses the advanced character kit code which I am not sure I can include or not. We also use the Awesomium integration kit which is another commercial add-on. So, that makes it tough to share my codebase. Too bad, because it is a great engine to start off with: - latest DX11 T3D code - AFX 2.0 included (thanks to Azaezel for that work) - support for Oculus DK2/CV1 using OpenVR and Oculus SDK 0.8 - Advanced character kit modifications (many additional animations) - Awesomium integration kit (use web-based interfaces in-game) - Climbing resource (modified to work like the Action Adventure kit) - Object selection using the mouse - GUIs on objects - Paul Dana's player-mountable turrets resource - Rift enhancements for vehicles - Dynamic agility for players (adjust player's speed/jump height dynamically) - Melee (hand-to-hand) combat - Jetpack enabled with hovering function (simulates weightlessness) It's always a pain to port the code up to a new version because of all these mods I have to merge in, but this time it's worth it to gain DX11 and latest Oculus. I am hoping to finish up this weekend and have a test-ready binary to send out to anybody with a DK2 or CV1 that can tell me if it works :)
  19. I was also wondering about some sort of pre-built sample project, for testing, mostly to have a copy of the game folder that would include any required mods to get the Oculus running... Is that possible to post somewhere? In my older 3.7 T3D version, there were manual edits required to the scripts to enable the Rift DK1. I did those and the game runs great in my DK1. But I'm not sure if there are different script mods necessary for this new OpenVR code to work with a DK2 or a CV1 Rift? I did manage get the engine code to compile properly last night, with the DX11 code and the Oculus 0.8 SDK + OpenVR SDK, as long as you make the required changes of "ovrHmd" to "ovrSession" in the platform/input/ovulusvr folder (if using the 0.8 SDK). Now I just need to just merge in all my custom engine mods on top of that, which will be a pain since I am porting up from 3.7 so there are a lot of differences in the compare. P
  20. ahh yes I figured it must be something like that. It's terrible how Oculus keeps moving the yard stick and not remaining backwards-compatible. Grr Looks like I can get it to compile by just changing any instances of ovrHmd to ovrSession in the Torque code. It's running now.
  21. Having some trouble with this build... I have my engine code all sorted out, the openvr files are in place and all the libs and includes are set up... All the proper files are in the project, the openVR seems to compile fine but all the OculusVr folder stuff is failing. Looks like it is set for the 0.8 SDK, but yet it has code using ovrHMD which was deprecated in 0.8 in favour of ovrSession instead, according the to Oculus site: https://developer.oculus.com/downloads/pc/0.8.0.0-beta/Oculus_Runtime_for_Windows/ So, I'm confused - how were you able to compile this,using the 0.8 SDK, or did you use an earlier one? And if you did, why is the source trying to call 0.8? I'm going in circles lol :) Thanks
  22. OK, great, thanks! So, just curious, how much has changed within the "game" folder to make it DX11 compliant? Because I have heavily modified many of the scripts and GUIs... Also, do I need to use a different SDK path in my Visual Studio project, rather than the DirectX SDK June 2009 one that has been used for so long in the past T3D versions? Or is it just as simple as replacing my engine code with the DX11 engine code, and then merge in my custom engine changes, leaving the Visual Studio project pretty much the same? Thanks again, looking forward to bringing my game up to date for DX11 and latest Oculus :) Cheers P
  23. Very good news :) So, is this in a compilable and working state? Ie. if I can get it compiled, will a person using a DK2 or a CV1 be able to use it in-game? Also, what are the SDK requirements / Project setup settings to compile this build in Visual Studio 2010? Thanks :) Paul
  24. Here's my first crack at a trailer video: UK1U7HjrR3o
  25. And here we are going outside :) izgXymng7G8
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