Tge purchase question
by Sean H. · in Torque Game Engine · 10/25/2005 (7:43 am) · 5 replies
Ok so im finally in a position where I have the means to buy the torque sdk without breaking myself in the process. its only a matter of time until I buy the engine but I had one question I needed to ask first.
I have MSVC 6.0 Professional. I know this compiler is adequate for compiling the engine. the only thing I wonder about is my old outdated opengl headers. I am using the opengl headers which came with the software. I havent bothered to upgrade once. I know they're pretty old at this point. would I have any problems compiling the engine with them? the product page says that visual C++ 6.0 is recommended but it doesnt make any statements about your opengl implementation version. am I to assume that the standard version of opengl which it came with will suffice?
also, on a sidenote, I think I found a small error on the torque documentation page:
http://www.garagegames.com/docs/tge/general/ch05s04.html
the very last example talks about datablock namespaces. I was wondering about the very last code snippet which demonstrates how the classname field gets copied when a datablock is derived from another datablock. the problem is that in the example shown, flamingcrossbow isnt a described as a descendant of crossbow. it looks like theyre both declared as unrelated item datatypes. shouldnt it be:
flamingcrossbow: crossbow
when I first read it I assumed that ALL datablocks which are declared after a datablock with a classname attribute would take on the same classname if not specified, but that doesnt really make sense. just thought id mention it because it caused me a little confusion at first.
btw, i still dont see my section on exporting using milkshape...
I have MSVC 6.0 Professional. I know this compiler is adequate for compiling the engine. the only thing I wonder about is my old outdated opengl headers. I am using the opengl headers which came with the software. I havent bothered to upgrade once. I know they're pretty old at this point. would I have any problems compiling the engine with them? the product page says that visual C++ 6.0 is recommended but it doesnt make any statements about your opengl implementation version. am I to assume that the standard version of opengl which it came with will suffice?
also, on a sidenote, I think I found a small error on the torque documentation page:
http://www.garagegames.com/docs/tge/general/ch05s04.html
the very last example talks about datablock namespaces. I was wondering about the very last code snippet which demonstrates how the classname field gets copied when a datablock is derived from another datablock. the problem is that in the example shown, flamingcrossbow isnt a described as a descendant of crossbow. it looks like theyre both declared as unrelated item datatypes. shouldnt it be:
flamingcrossbow: crossbow
when I first read it I assumed that ALL datablocks which are declared after a datablock with a classname attribute would take on the same classname if not specified, but that doesnt really make sense. just thought id mention it because it caused me a little confusion at first.
btw, i still dont see my section on exporting using milkshape...
#2
10/25/2005 (10:57 am)
Why, uhm.. don't you just update the files?
#3
besides, I generally try to avoid updates as much as possible. unless its necessary to update, I prefer to stick with what I know works.
10/25/2005 (11:07 am)
After reading a few threads on the tse boards, I realize that when it comes to torque, getting updates isnt always the best thing to do. the last thing i want to do is spend time updating just to have some board member suggest that I remove the update to avoid some weird driver compatibility issue. besides, I generally try to avoid updates as much as possible. unless its necessary to update, I prefer to stick with what I know works.
#4
10/25/2005 (11:49 am)
I see. Well i haven't heard anything about opengl headers on the board... so i guess i can't help out with actually answering.
#5
10/25/2005 (8:59 pm)
You will need to update your VC6 to service pack 5 which will also bring your OpenGL headers up-to-date. This service pack is at least 6 years old and should be pretty safe.
Torque 3D Owner Sean H.