Horde3D

Next-Generation Graphics Engine
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PostPosted: 03.09.2008, 12:13 
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Joined: 22.05.2008, 18:30
Posts: 37
If you still need my codeblocks workspace and project files, I have found them and fixed them up a bit ( there were a lot of hard-coded paths which wouldn't have worked on your system unless your username is the same as mine ;) )

But those errors are from the "pre/post build steps" commands in each project's build properties. I just deleted them, to be honest.. means more work for me in finding the correct files, but I wasn't for recompiling Horde that many times to have needed to go hunting for them too much.

You'll also need to watch that if you've imported the Visual Studio solution, that you're actually compiling against the libraries that you're creating and not the VC8 ones ( check your linker settings to see which libraries you're compiling to ) ... I fixed this by editing the linker search directories to point to "Build/Horde3D Engine/Debug Win32" or "Release Win32" and compiling against the library that was being created there.
Although this WILL still work, if you're trying to debug anything, you'll not have any symbols to check against making the callstack completely useless ;)

Strange that the MinGW with CodeBlocks actually seems slightly different to the Ogre one... as the reason it's taken me a while to reply is that I've been testing and cleaning things up a bit.


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PostPosted: 03.09.2008, 14:34 
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Joined: 21.08.2008, 11:44
Posts: 354
Thank you very much dear stuckie, excuse me for making you in trouble this week :oops:

I have checked the linker settings and projects [H3DUtils, samples] are using VC8 libraries . Then what to do with them :?:

The last problem [Pre/Post scripts] hasn't solved yet, I think it's better to rename compiled files manually and Ignore this problem :|

I will be glad to use your workspace :D [if that don't wastes your time and making you in trouble :wink: ]


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PostPosted: 03.09.2008, 15:33 
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Joined: 22.05.2008, 18:30
Posts: 37
I've uploaded the workspace and project files here: http://www.stuckiegamez.co.uk/misc/Hord ... ksHorde.7z I think you should just be able to extract them over your Horde folder and they should be right in place, if not, just extract wherever and copy them over.

I haven't done a great deal of testing on it bar running it on my Vista box and it behaving pretty well so.. here's hoping it works alright for you.. but will at least give you a base to work from anyway :)

Hope it helps!


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PostPosted: 03.09.2008, 17:47 
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Joined: 21.08.2008, 11:44
Posts: 354
Thank you very much dear stuckie, your C::B workspace solved all of the problems at once.Thank you very much for your respect and help :D


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PostPosted: 06.09.2008, 16:44 
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Joined: 10.09.2006, 15:52
Posts: 1217
@Siavash:
I'm glad to see that you are happy about the help you got, but would you mind sticking a bit more to our (unexpressed) style conventions to use normal font sizes and colors only where really appropriate. Don't want to offend or discourage you but too expressive styles and also overuse of smileys make the posts and threads look a bit nonserious. ;)


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PostPosted: 06.09.2008, 18:13 
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Joined: 21.08.2008, 11:44
Posts: 354
marciano wrote:
@Siavash:
I'm glad to see that you are happy about the help you got, but would you mind sticking a bit more to our (unexpressed) style conventions to use normal font sizes and colors only where really appropriate. Don't want to offend or discourage you but too expressive styles and also overuse of smileys make the posts and threads look a bit nonserious. ;)


As you wish, I will not repeat this at future posts :wink:


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PostPosted: 17.09.2008, 05:42 
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Joined: 21.08.2008, 11:44
Posts: 354
Here is an updated version of stuckie's Code::Blocks WorkSpace for C::B guys fully compatible with new Horde3D SDK 1.0.0 Beta2 :wink:

FIX : changed directoy names and GLFW Library
ADD : GLFW project


Attachments:
H3D_SDK_1.0.0_Beta2_CodeBlocks_WorkSpace.zip [8.99 KiB]
Downloaded 603 times


Last edited by Siavash on 01.10.2008, 03:52, edited 1 time in total.
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PostPosted: 30.09.2008, 21:59 
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Joined: 22.05.2008, 18:30
Posts: 37
You've a slight path problem in your GLFW project file there ;)

You have it pointing to an Administrator account path for creating an output object dir ( naughty you for running as Admin! hehe ) ... you'll want to change this to "..\..\Build\glfw\Debug Win32" or "..\..\Build\glfw\Release Win32" instead.

It's under Build Targets in the Project/Target Options bit if you've lost where that bit's hidden :)

Pain in the bum, this relative path stuff at times, isn't it? hehe


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PostPosted: 01.10.2008, 03:59 
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Joined: 21.08.2008, 11:44
Posts: 354
Thanks for reporting bugs dear stuckie :twisted:


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