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BOS

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Posts posted by BOS

  1. Hi @BOS


    Sorry I not read all the posts, apologize me, it seems you have some problem running and compiling T3D, right?


    not sure if you already saw my post, you can download T3D ready to use, just double click and run. (Including stable and development)


    You can go here: http://forums.torque3d.org/viewtopic.php?f=2&t=665 even in the same repo you have the official documentation for download too. Give it a try.


    If you need something else for this releases not hesitate tell me.

     

    That's not a problem at all.


    I've downloaded the files and will let you know how they run.


    I think the problem with the CMake build is that there are files missing from the engine source folder.


    VS2017 keeps failing to build too. So I guess files are missing.

  2. Setup of DX failed.


    Error Code S1023

     

    Sorry forgot to log in and check ya progress, don't worry this is easy to fix too, it is rather annoying when this happens, it has happened on numerous windows installs for me, so much so i bookmarked the fix lol.


    Anyway open a command prompt as an admin and issue these two commands, than reinstall the directx sdk. The problem is caused by the Microsoft Visual C++ 2010 x86/x64 Redistributables. The below command just removes them. than you can reinstall them from here after ya install the directx sdk

     

    [code2=bash]MsiExec.exe /passive /X{F0C3E5D1-1ADE-321E-8167-68EF0DE699A5}

    MsiExec.exe /passive /X{1D8E6291-B0D5-35EC-8441-6616F567A0F7}[/code2]

     

    No problem. Will do this later today.

  3. Luckily that is a very easy fix, you need to download and install the old June 2010 DirectXSDK. You can get it here https://www.microsoft.com/en-au/download/details.aspx?id=6812 . After you have installed, reboot your PC, run cmake again to make sure it picks up those new directx sdk paths and it will compile just fine :D


    On a general note, future versions of T3D such as the development version do not require the old deprecated DirectXSDK unless you really want to run XAudio. T3D versions 3.10 and earlier do require it

     

    This is fantastic.


    Can't wait to try it.


    Thanks a lot for this.

  4. Sorry for the delay.


    Here is the Log from VS 2017 after a failed build:

     

    1>------ Build starte~: Project: NID310, Configuration: Debug Win32 ------
    1>sfxXAudioDevice.cpp
    1>sfxXAudioProvider.cpp
    1>gfxD3D9CardProfiler.cpp
    1>gfxD3D9Cubemap.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Cubemap.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9CardProfiler.cpp)
    1>gfxD3D9Device.cpp
    1>gfxD3D9Device.regen-states.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Device.regen-states.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Device.cpp)
    1>gfxD3D9OcclusionQuery.cpp
    1>gfxD3D9PrimitiveBuffer.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9OcclusionQuery.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9PrimitiveBuffer.cpp)
    1>gfxD3D9QueryFence.cpp
    1>gfxD3D9Shader.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9QueryFence.cpp)
    1>gfxD3D9TextureManager.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9TextureManager.cpp)
    1>gfxD3D9TextureObject.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9TextureObject.cpp)
    1>gfxD3D9VertexBuffer.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9VertexBuffer.cpp)
    1>screenshotD3D9.cpp
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioDevice.cpp(57): error C2664: 'HRESULT IXAudio2::CreateMasteringVoice(IXAudio2MasteringVoice **,UINT32,UINT32,UINT32,LPCWSTR,const XAUDIO2_EFFECT_CHAIN *,AUDIO_STREAM_CATEGORY)': cannot convert argument 5 from 'U32' to 'LPCWSTR'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioDevice.cpp(57): note: Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(53): error C3646: 'role': unknown override specifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(53): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(104): error C2039: 'GetDeviceCount': is not a member of 'IXAudio2'
    1>~:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\xaudio2.h(400): note: see declaration of 'IXAudio2'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2065: 'XAUDIO2_DEVICE_DETAILS': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2146: syntax error: missing ';' before identifier 'details'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(107): error C2065: 'details': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(108): error C2039: 'GetDeviceDetails': is not a member of 'IXAudio2'
    1>~:\Program Files (x86)\Windows Kits\10\Include\10.0.15063.0\um\xaudio2.h(400): note: see declaration of 'IXAudio2'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(108): error C2065: 'details': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): error C2065: 'details': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): error C2228: left of '.DisplayName' must have class/struct/union
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(116): note: type is 'unknown-type'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2039: 'role': is not a member of 'SFXXAudioProvider::XADeviceInfo'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(49): note: see declaration of 'SFXXAudioProvider::XADeviceInfo'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2065: 'details': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): error C2228: left of '.Role' must have class/struct/union
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(119): note: type is 'unknown-type'
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): error C2065: 'details': undeclared identifier
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): error C2228: left of '.OutputFormat' must have class/struct/union
    1>~:\T3D 310 2017\Engine\source\sfx\xaudio\sfxXAudioProvider.cpp(120): note: type is 'unknown-type'
    1>videoCaptureD3D9.cpp
    1>gfxD3D9Device.pc.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxD3D9Device.pc.cpp)
    1>gfxD3D9PrimitiveBuffer.pc.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxD3D9PrimitiveBuffer.pc.cpp)
    1>gfxPCD3D9Device.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxPCD3D9Device.cpp)
    1>gfxPCD3D9Target.cpp
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\gfxD3D9Shader.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\screenshotD3D9.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\videoCaptureD3D9.cpp)
    1>~:\T3D 310 2017\Engine\source\gfx/D3D9/gfxD3D9Device.h(31): fatal error C1083: Cannot open include file: 'd3dx9.h': No such file or directory (compiling source file ~:\T3D 310 2017\Engine\source\gfx\D3D9\pc\gfxPCD3D9Target.cpp)
    1>Done building project "NID310.vcxproj" -- FAILED.
    ========== Buil~: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
  5. Ok that PkgConfig error can be safely ignored, it is actually from libSDL cmake setup. It's a harmless error.


    Anyway, your cmake setup appears to be ok, in VS when it fails to compile, can you compile it again and than paste the output here from the build window. So compile it once and let it fail, than compile it again by just hitting build->build solution and paste the results of that second one.

     

    Understood. I will do this tomorrow.

  6. Hello,


    VS 2017 generates the following message:

     

    1>Done building project "NID310.vcxproj" -- FAILED.
    ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

     

    I can assure you I did not rush and I was able to follow all the procedures step by step.


    This is the output from CMake:

     

    The C compiler identification is MSVC 19.10.25019.0
    The CXX compiler identification is MSVC 19.10.25019.0
    Check for working C compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe
    Check for working C compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe -- works
    Detecting C compiler ABI info
    Detecting C compiler ABI info - done
    Check for working CXX compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe
    Check for working CXX compiler: ~VS 2017 Community/VC/Tools/MSVC/14.10.25017/bin/HostX86/x86/cl.exe -- works
    Detecting CXX compiler ABI info
    Detecting CXX compiler ABI info - done
    Detecting CXX compile features
    Detecting CXX compile features - done
    Looking for sys/types.h
    Looking for sys/types.h - found
    Looking for stdint.h
    Looking for stdint.h - found
    Looking for stddef.h
    Looking for stddef.h - found
    Check size of long
    Check size of long - done
    Check size of long long
    Check size of long long - done
    Performing Test HAVE_STD_C11
    Performing Test HAVE_STD_C11 - Failed
    Performing Test HAVE_STD_C99
    Performing Test HAVE_STD_C99 - Failed
    Checking _FILE_OFFSET_BITS for large files
    Checking _FILE_OFFSET_BITS for large files - not needed
    Performing Test HAVE_RESTRICT
    Performing Test HAVE_RESTRICT - Failed
    Performing Test HAVE_INLINE
    Performing Test HAVE_INLINE - Success
    Performing Test HAVE_STRUCT_TIMESPEC
    Performing Test HAVE_STRUCT_TIMESPEC - Success
    Performing Test HAVE_LIBATOMIC
    Performing Test HAVE_LIBATOMIC - Failed
    Performing Test HAVE_C99_VLA
    Performing Test HAVE_C99_VLA - Failed
    Performing Test HAVE_C99_BOOL
    Performing Test HAVE_C99_BOOL - Success
    Performing Test HAVE_C11_STATIC_ASSERT
    Performing Test HAVE_C11_STATIC_ASSERT - Failed
    Performing Test HAVE_C11_ALIGNAS
    Performing Test HAVE_C11_ALIGNAS - Failed
    Performing Test HAVE_C11_ATOMIC
    Performing Test HAVE_C11_ATOMIC - Failed
    Performing Test HAVE_GCC_FORMAT
    Performing Test HAVE_GCC_FORMAT - Failed
    Looking for stdbool.h
    Looking for stdbool.h - found
    Looking for stdalign.h
    Looking for stdalign.h - not found
    Looking for malloc.h
    Looking for malloc.h - found
    Looking for dirent.h
    Looking for dirent.h - not found
    Looking for strings.h
    Looking for strings.h - not found
    Looking for cpuid.h
    Looking for cpuid.h - not found
    Looking for intrin.h
    Looking for intrin.h - found
    Looking for sys/sysconf.h
    Looking for sys/sysconf.h - not found
    Looking for fenv.h
    Looking for fenv.h - found
    Looking for float.h
    Looking for float.h - found
    Looking for ieeefp.h
    Looking for ieeefp.h - not found
    Looking for guiddef.h
    Looking for guiddef.h - found
    Looking for pow in m
    Looking for pow in m - not found
    Looking for dlopen in dl
    Looking for dlopen in dl - not found
    Looking for dlfcn.h
    Looking for dlfcn.h - not found
    Performing Test HAVE_CPUID_INTRINSIC
    Performing Test HAVE_CPUID_INTRINSIC - Success
    Looking for aligned_alloc
    Looking for aligned_alloc - not found
    Looking for posix_memalign
    Looking for posix_memalign - not found
    Looking for _aligned_malloc
    Looking for _aligned_malloc - found
    Looking for lrintf
    Looking for lrintf - found
    Looking for modff
    Looking for modff - found
    Looking for alloca
    Looking for alloca - found
    Looking for _controlfp
    Looking for _controlfp - found
    Looking for __control87_2
    Looking for __control87_2 - found
    Looking for stat
    Looking for stat - found
    Looking for strtof
    Looking for strtof - found
    Looking for strcasecmp
    Looking for strcasecmp - not found
    Looking for _stricmp
    Looking for _stricmp - found
    Looking for strncasecmp
    Looking for strncasecmp - not found
    Looking for _strnicmp
    Looking for _strnicmp - found
    Looking for strnlen
    Looking for strnlen - found
    Looking for snprintf
    Looking for snprintf - found
    Looking for isfinite
    Looking for isfinite - found
    Looking for isnan
    Looking for isnan - found
    Looking for windows.h
    Looking for windows.h - found
    Looking for xmmintrin.h
    Looking for xmmintrin.h - found
    Looking for emmintrin.h
    Looking for emmintrin.h - found
    Looking for pmmintrin.h
    Looking for pmmintrin.h - found
    Looking for smmintrin.h
    Looking for smmintrin.h - found
    Looking for arm_neon.h
    Looking for arm_neon.h - not found
    Could NOT find ALSA (missing: ALSA_LIBRARY ALSA_INCLUDE_DIR) 
    Could NOT find OSS (missing: OSS_INCLUDE_DIR) 
    Could NOT find AudioIO (missing: AUDIOIO_INCLUDE_DIR) 
    Could NOT find SoundIO (missing: SOUNDIO_LIBRARY SOUNDIO_INCLUDE_DIR) 
    Could NOT find QSA (missing: QSA_LIBRARY QSA_INCLUDE_DIR) 
    Looking for include files windows.h, mmsystem.h
    Looking for include files windows.h, mmsystem.h - found
    Looking for waveOutOpen in winmm
    Looking for waveOutOpen in winmm - found
    Could NOT find DSound (missing: DSOUND_LIBRARY DSOUND_INCLUDE_DIR) 
    Looking for mmdeviceapi.h
    Looking for mmdeviceapi.h - found
    Could NOT find PortAudio (missing: PORTAUDIO_LIBRARY PORTAUDIO_INCLUDE_DIR) 
    Could NOT find PulseAudio (missing: PULSEAUDIO_LIBRARY PULSEAUDIO_INCLUDE_DIR) 
    Could NOT find JACK (missing: JACK_LIBRARY JACK_INCLUDE_DIR) 
    Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h
    Looking for include files SLES/OpenSLES.h, SLES/OpenSLES_Android.h - not found
     
    Building OpenAL with support for the following backends:
         WinMM, MMDevApi, WaveFile, Null
     
    Building with support for CPU extensions:
        Default, SSE, SSE2, SSE3, SSE4.1
     
    WARNING: Building the Windows version without DirectSound output
             This is probably NOT what you want!
     
    Looking for include file inttypes.h
    Looking for include file inttypes.h - found
    Looking for include file stdint.h
    Looking for include file stdint.h - found
    Looking for include file sys/types.h
    Looking for include file sys/types.h - found
    writing ~T3D 310 2017/My Projects/NID310/source/torqueConfig.h
    Prepare Template(Full) install...
    Configuring done
    Generating done

     

    Thanks

  7. BOS: Can you clarify a little on the 'the project files might be invalid' bit? What's throwing that message? VS? CMake?

     


    Hello,


    It says " Error in configuration process, Project Files might be invalid "


    This is the message that CMake generates.


    IT also says in the output:


    " Could NOT find PkgConfig (missing: PKG_CONFIG_EXECUTABLE)

    0.4.0 :: 4 :: 0 :: 4 :: 2.0

    Performing Test HAVE_WIN32_CC "

  8. Right.


    I tried creating a new project via CMake from the 3.10 source and now all of a sudden I am getting errors saying "the project files might be invalid".


    Before that, another project I tried to INSTALL via VS 2017 failed to build.


    I didn't change anything from the source, and the procedures I followed are the same as I did yday.


    I've decided to drop back down to 3.6.1 as I am having far too many problems with 3.10 and the CMake build.


    Anyway, It didn't generate an errors log file for some reason.

  9. Physx atm is a bit of a pain in the ass, you have to manually compile the source code for it as nvidia no longer ship binaries for it and for legal reasons we can't ship binary versions of it either (it is totally free to get from NVidia however). PhysX definitely works, there is a PR i sent in here with support for physx 3.4 for the development branch https://github.com/GarageGames/Torque3D/pull/2020 otherwise the 3.10 version will only work with physx 3.3.x

     

    Yes, that makes a lot of sense seeing as the want registration for everything.


    I will get it directly from them.


    What about the bullet Physics ? My project requires simple physics Nothing too complex.


    THanks

  10. Question!


    Te 3.10 source I have has nothing in the projects folder. Do I just make the directories like in the tutorial here ? http://wiki.torque3d.org/coder:compiling-in-windows


    Thanks

     

    After you have run cmake and it's generated the project files for you, open those up and compile the engine. Watch out because it will default to Debug mode, unless you plan on doing development work in the engine itself, change it over to use Release mode. Compile the source code, when that is done, right click on the project called INSTALL, than goto project only and build only install like this, that will copy whatever template you told cmake at the start when generating a project.


    http://i67.tinypic.com/6eloh5.png

     

    Very good. Doing this now.


    By the way, I didn't see the option to include PhysX, but I saw a BULLET option during the CMake build.


    Is this ok ?


    Thanks.

  11. Hmm I see.


    Will do that right now.



    I heard that CMAKE is the new way to generate projects ?


    If this is the case, how will it work if I want to use a game template to compile it into a project ?


    And yes the performance gap is huge from what I'm seeing.


    820M handles alpha blending MUCH better.

     

    Yes cmake is the only way to generate project files to compile the engine now. You can set the template in cmake or you can actually manually copy the template files yourself into the game directory, obviously specifying it in cmake is easier but both way work

     


    I see. very good.


    I will have to do a fresh generation of 3.10 right away. I think I messed up the one I have already.


    Cmake it is!

  12. Hmm I see.


    Will do that right now.



    I heard that CMAKE is the new way to generate projects ?


    If this is the case, how will it work if I want to use a game template to compile it into a project ?


    And yes the performance gap is huge from what I'm seeing.


    820M handles alpha blending MUCH better.

  13. Hey!


    Here are the results from my tests:


    1) Intel HD 5500: Runs smoothly with no hang ups. Works perfectly with both D3D 11 and OpenGL.


    2) Nvidia 820M: Runs even better with rock solid frame rates. Works perfectly with both D3D 11 and OpenGL.


    I'm particularly impressed with the 820M performance. Very fast and seemingly produces better frame rates than the HD 5500.


    Thank you so much!


    Where do I go from here ?


    Thanks

  14. It's actually late over here so i will contact you tomorrow and send a test version with the nv optimus code i mentioned before enabled and see how that goes. Actually the latest version of T3D has Direct3D9 removed completely, so be interesting how that goes.


    *Edit: This is not the first switchable NV optimus based machine these troubles have popped up with actually.Would be nice to solve it once and for all.

     

    Ah I see.


    Well my system is here for testing. So it's all good.

     

    Ok here is the latest development branch build, i haven't changed anything with it, just want to use it as a baseline, do note there is no Direct3D9 anymore, only Direct3D11 and OpenGL. Let me know how this build goes for you.


    Link: https://drive.google.com/open?id=0B0tHSJ8eQYh6RUk0VXp0VWZjc00

     

    Fantastic. Downloading it now.

  15. It's actually late over here so i will contact you tomorrow and send a test version with the nv optimus code i mentioned before enabled and see how that goes. Actually the latest version of T3D has Direct3D9 removed completely, so be interesting how that goes.


    *Edit: This is not the first switchable NV optimus based machine these troubles have popped up with actually.Would be nice to solve it once and for all.

     

    Ah I see.


    Well my system is here for testing. So it's all good.

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