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 Does spark work with Irrlicht 1.8?

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The_Glitch



Messages : 69
Date d'inscription : 2014-01-17

PostSubject: Re: Does spark work with Irrlicht 1.8?   Wed Jan 22, 2014 10:04 pm

>C:\Users\God_Man\Desktop\spark2\src\Rendering\Irrlicht\SPK_IRR_Buffer.cpp(42): error C2614: 'SPK::IRR::IRRBuffer' : illegal member initialization: 'device' is not a base or member
2>C:\Users\God_Man\Desktop\spark2\src\Rendering\Irrlicht\SPK_IRR_Buffer.cpp(59): error C2065: 'device' : undeclared identifier
2>C:\Users\God_Man\Desktop\spark2\src\Rendering\Irrlicht\SPK_IRR_Buffer.cpp(59): error C2227: left of '->getVideoDriver' must point to class/struct/union/generic type


I managed to get everything to compile had some broken links I guess. Except Debug Win32 - irr\SPARK_Irrlicht.vcxproj


I'mm trying to make the lib files to use with Irrlicht. I manually changed line by line in the header & source files in spark2 based on the patch file. I can't seem to get TortoiseSVN to patch the files as it's not changing anything in the source files I'm trying to patch.
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The_Glitch



Messages : 69
Date d'inscription : 2014-01-17

PostSubject: Re: Does spark work with Irrlicht 1.8?   Wed Jan 22, 2014 11:57 pm

Code:

#include <SPARK_Core.h>
#include "Rendering/Irrlicht/SPK_IRR_Buffer.h"

namespace SPK
{
namespace IRR
{
   IRRBuffer::IRRBuffer(irr::IrrlichtDevice* device,size_t nbParticles,size_t nbVerticesPerParticle,size_t nbIndicesPerParticle) :
      RenderBuffer(),
      device(device),  // This line gives me an error
      meshBuffer(NULL),
      nbParticles(nbParticles),
      nbVerticesPerParticle(nbVerticesPerParticle),
      nbIndicesPerParticle(nbIndicesPerParticle),
      currentIndexIndex(0),
      currentVertexIndex(0),
      currentColorIndex(0),
      currentTexCoordIndex(0)
   {
      SPK_ASSERT(nbParticles > 0,"IRRBuffer::IRRBuffer(irr::IrrlichtDevice*,irr::scene::E_PRIMITIVE_TYPE,size_t) - The number of particles cannot be 0");
      SPK_ASSERT(nbVerticesPerParticle > 0,"IRRBuffer::IRRBuffer(irr::IrrlichtDevice*,irr::scene::E_PRIMITIVE_TYPE,size_t) - The number of vertices per particle cannot be 0");
      SPK_ASSERT(nbIndicesPerParticle > 0,"IRRBuffer::IRRBuffer(irr::IrrlichtDevice*,irr::scene::E_PRIMITIVE_TYPE,size_t) - The number of indices per particle cannot be 0");

      meshBuffer = new irr::scene::CMeshBuffer<irr::video::S3DVertex>(device->getVideoDriver()->getVertexDescriptor(0), getIndiceType());
            //meshBuffer->addVertexBuffer(new irr::scene::CVertexBuffer<SPK::IRR::S3DVertexPSize>(device->getVideoDriver()->getVertexDescriptor("stdpcloud")));
         
      // Allocates space for buffers
      setUsed(nbParticles);

      // TODO handle vbo
      meshBuffer->setHardwareMappingHint(irr::scene::EHM_NEVER,irr::scene::EBT_VERTEX_AND_INDEX);
   }

   IRRBuffer::~IRRBuffer()
   {
      device->getVideoDriver()->removeHardwareBuffer(meshBuffer);
      meshBuffer->drop();
   }

   void IRRBuffer::setUsed(size_t nb)
   {
      if (nb > nbParticles) // Prevents the buffers from growing too much
      {
         SPK_LOG_WARNING("IRRBuffer::setUsed(nb) - The number of active particles cannot be more than the initial capacity. Value is clamped")
         nb = nbParticles;
      }

      if (meshBuffer->getVertexBuffer()->getVertexCount() < nb * nbVerticesPerParticle)
          meshBuffer->getVertexBuffer()->set_used(nb * nbVerticesPerParticle);
      if (meshBuffer->getIndexBuffer()->getIndexCount() != nb * nbIndicesPerParticle)
          meshBuffer->getIndexBuffer()->set_used(nb * nbIndicesPerParticle);
   }
}}

device(device): This gives me an error,'SPK::IRR::IRRBuffer' : illegal member initialization: 'device' is not a base or member
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granyte



Messages : 53
Date d'inscription : 2012-06-23

PostSubject: Re: Does spark work with Irrlicht 1.8?   Thu Jan 23, 2014 3:19 am

apparently the irrbuffer.h has not been properly patched

at line 83 there should be this added
Code:
irr::IrrlichtDevice* device;
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The_Glitch



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Date d'inscription : 2014-01-17

PostSubject: Re: Does spark work with Irrlicht 1.8?   Thu Jan 23, 2014 4:02 am

Hey would you mind sending the updated files to me?

No matter what I do in TortoiseSVN the patch changes nothing, and If I make the changes manually it seems some things are missing.
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granyte



Messages : 53
Date d'inscription : 2012-06-23

PostSubject: Re: Does spark work with Irrlicht 1.8?   Thu Jan 23, 2014 4:10 am

Code:
//////////////////////////////////////////////////////////////////////////////////
// SPARK particle engine                                          //
// Copyright (C) 2008-2011                                          //
// Julien Fryer - julienfryer@gmail.com                                 //
// Thibault Lescoat - info-tibo <at> orange <dot> fr                     //
//                                                            //
// This software is provided 'as-is', without any express or implied         //
// warranty.  In no event will the authors be held liable for any damages      //
// arising from the use of this software.                              //
//                                                            //
// Permission is granted to anyone to use this software for any purpose,      //
// including commercial applications, and to alter it and redistribute it      //
// freely, subject to the following restrictions:                        //
//                                                            //
// 1. The origin of this software must not be misrepresented; you must not      //
//    claim that you wrote the original software. If you use this software      //
//    in a product, an acknowledgment in the product documentation would be      //
//    appreciated but is not required.                                 //
// 2. Altered source versions must be plainly marked as such, and must not be   //
//    misrepresented as being the original software.                     //
// 3. This notice may not be removed or altered from any source distribution.   //
//////////////////////////////////////////////////////////////////////////////////

#ifndef H_SPK_IRRBUFFER
#define H_SPK_IRRBUFFER

#include "Rendering/Irrlicht/SPK_IRR_DEF.h"

namespace SPK
{
namespace IRR
{

   struct S3DVertexPSize : public irr::video::S3DVertex
{
   //! default constructor
   S3DVertexPSize() : irr::video::S3DVertex(),Psize(100) {}

   //! constructor with two different texture coords, but no normal
   S3DVertexPSize(irr::f32 x, irr::f32 y, irr::f32 z, irr::video::SColor c, irr::f32 tu, irr::f32 tv, irr::f32 tu2)
      : S3DVertex(x,y,z, 0.0f, 0.0f, 0.0f, c, tu,tv), Psize(100) {}

   //! constructor with two different texture coords, but no normal
   S3DVertexPSize(const irr::core::vector3df& pos, irr::video::SColor color,
      const irr::core::vector2d<irr::f32>& tcoords, const irr::f32 tcoords2)
      : S3DVertex(pos, irr::core::vector3df(), color, tcoords), Psize(100) {}

   //! constructor with all values
   S3DVertexPSize(const irr::core::vector3df& pos, const irr::core::vector3df& normal, const irr::video::SColor& color,
      const irr::core::vector2d<irr::f32>& tcoords, const irr::f32 tcoords2)
      : S3DVertex(pos, normal, color, tcoords), Psize(100) {}
   irr::f32 Psize;
   };

   class SPK_IRR_PREFIX IRRBuffer : public RenderBuffer
   {
   public :

      IRRBuffer(irr::IrrlichtDevice* device,size_t nbParticles,size_t nbVerticesPerParticle,size_t nbIndicesPerParticle);
      ~IRRBuffer();

      irr::video::E_INDEX_TYPE getIndiceType() const;

      void positionAtStart();

      void setNextIndex(int index);
      void setNextVertex(const Vector3D& vertex);

      void setNextColor(const Color& color);
      void skipNextColors(size_t nb);

      void setNextTexCoords(float u,float v);
      void skipNextTexCoords(size_t nb);

      irr::scene::CMeshBuffer<irr::video::S3DVertex>& getMeshBuffer();
      const irr::scene::CMeshBuffer<irr::video::S3DVertex>& getMeshBuffer() const;

      void setUsed(size_t nb);

   private :

      irr::scene::CMeshBuffer<irr::video::S3DVertex>* meshBuffer;
      irr::IrrlichtDevice* device;

      size_t nbParticles;
      size_t nbVerticesPerParticle;
      size_t nbIndicesPerParticle;

      size_t currentIndexIndex;
      size_t currentVertexIndex;
      size_t currentColorIndex;
      size_t currentTexCoordIndex;
   };

   inline irr::video::E_INDEX_TYPE IRRBuffer::getIndiceType() const
   {
      return nbParticles * nbVerticesPerParticle > 65536 ? irr::video::EIT_32BIT : irr::video::EIT_16BIT;
   }

   inline void IRRBuffer::positionAtStart()
   {
      currentIndexIndex = 0;
      currentVertexIndex = 0;
      currentColorIndex = 0;
      currentTexCoordIndex = 0;
   }

   inline void IRRBuffer::setNextIndex(int index)
   {
      meshBuffer->getIndexBuffer()->setIndex(currentIndexIndex++,index);
   }

   inline void IRRBuffer::setNextVertex(const Vector3D& vertex)
   {
      ((irr::video::S3DVertex*)meshBuffer->getVertexBuffer()->getVertices())[currentVertexIndex++].Pos.set(
         vertex.x,
         vertex.y,
         vertex.z);
   }

   inline void IRRBuffer::setNextColor(const Color& color)
   {
      ((irr::video::S3DVertex*)meshBuffer->getVertexBuffer()->getVertices())[currentColorIndex++].Color.set(color.getARGB());
   }

   inline void IRRBuffer::skipNextColors(size_t nb)
   {
      currentColorIndex += nb;
   }

   inline void IRRBuffer::setNextTexCoords(float u,float v)
   {
      ((irr::video::S3DVertex*)meshBuffer->getVertexBuffer()->getVertices())[currentTexCoordIndex++].TCoords.set(u,v);
   }

   inline void IRRBuffer::skipNextTexCoords(size_t nb)
   {
      currentTexCoordIndex += nb;
   }

   inline irr::scene::CMeshBuffer<irr::video::S3DVertex>& IRRBuffer::getMeshBuffer()
   {
      return *meshBuffer;
   }

   inline const irr::scene::CMeshBuffer<irr::video::S3DVertex>& IRRBuffer::getMeshBuffer() const
   {
      return *meshBuffer;
   }
}}

#endif
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The_Glitch



Messages : 69
Date d'inscription : 2014-01-17

PostSubject: Re: Does spark work with Irrlicht 1.8?   Thu Jan 23, 2014 4:34 am

That one worked great... If you got time do you mind uploading somewhere either today or tomorrow the files the patch actually changes.
I believe there were 5 or 6 minus the one you just uploaded as the errors for that particular file are gone now Thanks
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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Fri Jan 24, 2014 1:11 am

Did either of you have any progress?
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Darktib
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Fri Jan 24, 2014 3:17 am

Not really for the moment. I will create a new branch today, and post the link here.

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granyte



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Fri Jan 24, 2014 3:57 am

my version works but I had class until 9pm today so ill see tomorrow
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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Fri Jan 24, 2014 4:15 am

Alright Ill check back later
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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Fri Jan 24, 2014 9:23 pm

Any updates Guys?
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Darktib
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Mon Jan 27, 2014 5:55 am

The new spark2 branch adapted to Irrlicht-shader-pipeline will be pushed today - I mean, whenever I get a decent connection (and not that ultra shitty 1KB/s wifi).

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PostSubject: Re: Does spark work with Irrlicht 1.8?   Mon Jan 27, 2014 6:29 am

Ok, this was pushed, branch spark2-irr_shader_pipeline: https://svn.code.sf.net/p/sparkengine/code/spark2-irr_shader_pipeline/

Issues with the graphic driver (that is, material change is partly ignored) will be fixed on the Irrlicht forum.
Otherwise, it is usable (even with the minor issues that are present).

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PostSubject: Re: Does spark work with Irrlicht 1.8?   Mon Jan 27, 2014 10:05 am

Ok, I found the issue with the conditions:

With conditions, the vertex buffer is allocated once, and tex coords are properly setup. Then, the size almost never change (it can only grow), and tex coords are preserved. This is important since the second call to `set_used` is `set_used(0)` in this effect.

However, without conditions, the `set_used(0)` erase all vertices (it calls reallocate). This should not be a problem (except a performance one), but since the tex coords are never updated (only setup once), they are initialized to (0,0) when new vertices are created. Hence vertices are rendered with only the first pixel of the texture, which happens to be black. And because the background is also black, nothing is visible.

This led me to the following bug: CVertexBuffer::set_used should not directly reallocate the buffer. So, this function:
Code:

      virtual void set_used(u32 used)
      {
         Vertices.reallocate(used);

         while (Vertices.size() < used)
         {
            T element;
            Vertices.push_back(element);
         }
      }
Should be:
Code:

      virtual void set_used(u32 used)
      {
         Vertices.set_used(used); // <--- !!!

         while (Vertices.size() < used)
         {
            T element;
            Vertices.push_back(element);
         }
      }

I will post it to the Irrlicht thread this evening.

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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Mon Jan 27, 2014 10:32 am

Alright glad to see you got it working with shader pipeline branch thanks I'm going to check into trying to use spark2 with my project.
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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 6:49 am

Everything builds fine except I get unresolved errors and I'm not sure. 00:00.485 - Failed - Debug Win32 - irr\SPARK_Irrlicht.vcxproj



Code:


2>CSPKParticleSystemNode.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static class SPK::SPKMemoryTracer & __cdecl SPK::SPKMemoryTracer::get(void)" (__imp_?get@SPKMemoryTracer@SPK@@SAAAV12@XZ) referenced in function "private: void __thiscall SPK::Ref<class SPK::Group>::decrement(void)" (?decrement@?$Ref@VGroup@SPK@@@SPK@@AAEXXZ)
2>SPK_IRR_LineRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::SPKMemoryTracer & __cdecl SPK::SPKMemoryTracer::get(void)" (__imp_?get@SPKMemoryTracer@SPK@@SAAAV12@XZ)
2>SPK_IRR_PointRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::SPKMemoryTracer & __cdecl SPK::SPKMemoryTracer::get(void)" (__imp_?get@SPKMemoryTracer@SPK@@SAAAV12@XZ)
2>SPK_IRR_QuadRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::SPKMemoryTracer & __cdecl SPK::SPKMemoryTracer::get(void)" (__imp_?get@SPKMemoryTracer@SPK@@SAAAV12@XZ)
2>CSPKParticleSystemNode.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: void __thiscall SPK::SPKMemoryTracer::unregisterAllocation(void *)" (__imp_?unregisterAllocation@SPKMemoryTracer@SPK@@QAEXPAX@Z) referenced in function "private: void __thiscall SPK::Ref<class SPK::Group>::decrement(void)" (?decrement@?$Ref@VGroup@SPK@@@SPK@@AAEXXZ)
2>SPK_IRR_QuadRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ)
2>SPK_IRR_Renderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ)
2>CSPKParticleSystemNode.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ) referenced in function "public: __thiscall irr::scene::CSPKParticleSystemNode::CSPKParticleSystemNode(class irr::scene::ISceneNode *,class irr::scene::ISceneManager *,bool,bool,int)" (??0CSPKParticleSystemNode@scene@irr@@QAE@PAVISceneNode@12@PAVISceneManager@12@_N2H@Z)
2>SPK_IRR_Buffer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ)
2>SPK_IRR_LineRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ)
2>SPK_IRR_PointRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: static class SPK::Logger & __cdecl SPK::Logger::get(void)" (__imp_?get@Logger@SPK@@SAAAV12@XZ)
2>SPK_IRR_QuadRenderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall SPK::Logger::isEnabled(void)const " (__imp_?isEnabled@Logger@SPK@@QBE_NXZ)
2>SPK_IRR_Renderer.obj : error LNK2001: unresolved external symbol "__declspec(dllimport) public: bool __thiscall SPK::Logger::isEnabled(void)const " (__imp_?isEnabled@Logger@SPK@@QBE_NXZ)
2>CSPKParticleSystemNode.obj : error LNK2019: unresolved external symbol "__declspec(dllimport) public: bool __thiscall SPK::Logger::isEnabled(void)const " (__imp_?isEnabled@Logger@SPK@@QBE_NXZ) referenced in function "public: class SPK::Logger::Stream & __thiscall SPK::Logger::Stream::operator<<<char const [2]>(char const (&)[2])" (??$?6$$BY01$$CBD@Stream@Logger@SPK@@QAEAAV012@AAY01$$CBD@Z)


I get 68 of them In the All Build project once you run Cmake. I've gotten all of the projects inside to build except one, the Irrlicht one.
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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 7:04 am

Alright so I've gone into the Irrlicht project in the spark build all project and linked it to the SPARK_IRR_debug.lib and all I get is this error message.

2>LINK : fatal error LNK1149: output filename matches input filename 'C:\Users\God_Man\Desktop\spark2-irr_shader_pipeline\lib\(Windows@Visual Studio 12)\dynamic\SPARK_IRR_debug.lib'

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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 9:26 am

That's really weird. I never had those linking errors, normally using cmake there should be no problems... (except for the DX9 project if you're on Win8).
SPARK_IRR depends from SPARK (from the IDE point of view), so normally it should build SPARK first and then link to it.

For the second error: that means SPARK_IRR is depending on itself (because it is as an input to generate himself). Never saw this one, there seems to be a really bad configuration problem.

Did you generate the project from scratch, or did you import the CMakeCache ?

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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:11 am

I know it's weird I've never had this much issues from a library before. I use cmake open projects/engine and load the cmake file.

Then for the source directory I use what the readme says:

- For the engine : ${SPARK_DIR}/projects/engine

then

- For the engine : ${SPARK_DIR}/projects/build/engine

I generate for visual studio 2012 win32 Though my os is 64bit I'm not sure if that matters??

Then I open the ALL BUILD project that's generated and I'm able to compile all the sub projects in all build except for Irrlicht one.
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:13 am

What version of CMake do you have ?

32bit is not a problem - that's only about the target, not the "bitness" of the compiler.

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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:19 am

Under Cmake properties I have 2.8 GUI version
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:23 am

Ok, the only difference with my install is that I use vs2013 and 2010, and you use 2012.
Can you post the preprocessor defines in the debug configuration (for SPARK and SPARK_IRR) ? (project properties -> C++ -> Preprocessor)

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The_Glitch



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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:25 am

Darktib I found the problem I believe I got everything to compile just now.
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:29 am

Alright check this out might make sense to you. I was looking at all my links and then the errors. So I decided to reverse the library orders for the Irrlicht project. I put SPARK_debug library first then Irrlicht library and everything compiled fine.
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PostSubject: Re: Does spark work with Irrlicht 1.8?   Tue Jan 28, 2014 10:42 am

In you final project ?

That makes sense, although I always thought msvc was able to reorganize libraries to avoid this problem (which is common with gcc).
Good job on finding it.

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