New to Torque, Building issues.
by Deleted deleted · in Torque Game Engine · 08/27/2003 (3:59 pm) · 9 replies
I recently just got the SDK and fired up PB and started to build torque. No dice it compiled verything but i have an error "Undefined symbols: " but nothing after it. Kinda hard to figure out what symbols are undefined when non are listeed or non exhist. Any thoughts, is it wise to use the Zip download instead of by CVS. BTW on the cvs checkout I did the default HEAD.
Any help would be greatly appreciated
Any help would be greatly appreciated
About the author
#2
ld: Undefined symbols:
vtable for __cxxabiv1::__class_type_info
vtable for __cxxabiv1::__si_class_type_info
___cxa_pure_virtual
___dynamic_cast
___gxx_personality_v0
Any thoughts?
I had to do the CC=/usr/bin/gcc-3.3 ...etc.. trick to get it to compile.
09/06/2003 (11:22 am)
Ok now that I can see whats undefined, ive updated to HEAD and this is what I get.ld: Undefined symbols:
vtable for __cxxabiv1::__class_type_info
vtable for __cxxabiv1::__si_class_type_info
___cxa_pure_virtual
___dynamic_cast
___gxx_personality_v0
Any thoughts?
I had to do the CC=/usr/bin/gcc-3.3 ...etc.. trick to get it to compile.
#3
vtable... a class header.
googling for that stuff gives no results, nor do I see anything like that in toruqe...
personally I'm using gcc3.1, with only speed as an issue. If I were you I'd move to 3.1 and see what happens.
09/16/2003 (2:14 pm)
Wow. no idea what those mean...vtable... a class header.
googling for that stuff gives no results, nor do I see anything like that in toruqe...
personally I'm using gcc3.1, with only speed as an issue. If I were you I'd move to 3.1 and see what happens.
#4
I don't know mac build environments, but the missing functions are all C++ base functions.
09/16/2003 (3:01 pm)
Sounds like she's missing libc++ I don't know mac build environments, but the missing functions are all C++ base functions.
#5
../engine/terrain/terrRender.cc: In function 'static void TerrainRender::renderBlock(TerrainBlock *, SceneState *)':
../engine/terrain/terrRender.cc:2287: no matching function for call to 'TerrainRender::renderGLBumps (Point2F &, TextureHandle &)'
../engine/terrain/terrRender.cc:1801: candidates are: static void TerrainRender::renderGLBumps(Point2F, unsigned int)
../engine/terrain/terrRender.cc:2287: no matching function for call to 'TerrainRender::renderGLBumps (Point2F &, TextureHandle &)'
../engine/terrain/terrRender.cc:1801: candidates are: static void TerrainRender::renderGLBumps(Point2F, unsigned int)
Which is something I am guessing can be easily fixed with a little digging, but this is completely vanilla torque source so I would assume it would build.
09/16/2003 (3:06 pm)
Yea I know thats what i thought those were very simple things that should not be missing so i started toying with the build style and when everything is set for deployment and release it dosent compile i get this:../engine/terrain/terrRender.cc: In function 'static void TerrainRender::renderBlock(TerrainBlock *, SceneState *)':
../engine/terrain/terrRender.cc:2287: no matching function for call to 'TerrainRender::renderGLBumps (Point2F &, TextureHandle &)'
../engine/terrain/terrRender.cc:1801: candidates are: static void TerrainRender::renderGLBumps(Point2F, unsigned int)
../engine/terrain/terrRender.cc:2287: no matching function for call to 'TerrainRender::renderGLBumps (Point2F &, TextureHandle &)'
../engine/terrain/terrRender.cc:1801: candidates are: static void TerrainRender::renderGLBumps(Point2F, unsigned int)
Which is something I am guessing can be easily fixed with a little digging, but this is completely vanilla torque source so I would assume it would build.
#6
09/16/2003 (3:25 pm)
If it's from HEAD, it's very possible that you'll have to poke around to get things to work. The build files are not (at this point) all kept in synch, as people add code and change things on different platform. Hopefully this will be fixed soon, but until then, you'll have to suffer with outofdate/mismatched project files... :-/ Or use 1.1.2...
#7
terrRender.cc line 2293
needs to be changed to
bold added for emphasis.
That's it. It the builds fine. Remember also that the readme for the OSX build states that you have to build, then immediatly rebuild. I've built both the debug and release builds just fine from HEAD.
I know I need to submit this but I'm not anywhere that I can atm.
10/01/2003 (7:08 pm)
The fix for the terrRender.cc error is just a few lines higher in the code. Notice an almost identical line except it's slightly longer. That's what needs to be there.terrRender.cc line 2293
renderGLBumps(bumpTextureOffset, hazeTexture);
needs to be changed to
renderGLBumps(bumpTextureOffset, hazeTexture[b].getGLName()[/b]);
bold added for emphasis.
That's it. It the builds fine. Remember also that the readme for the OSX build states that you have to build, then immediatly rebuild. I've built both the debug and release builds just fine from HEAD.
I know I need to submit this but I'm not anywhere that I can atm.
#8
10/01/2003 (7:15 pm)
Actually, HEAD has been updated with this fix so just pull it again.
#9
I am glad that HEAD has been updated.
10/01/2003 (9:12 pm)
Ahh cool, well i did change the renderGlBumps thingy all by myself! *pats back* Although a rather silly change. I am glad that HEAD has been updated.
Torque Owner Paul Scott
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That build log will tell you what symbols are missing.