Visual Studio 2005 Solution files
by Chris Schletter · in Torque Game Engine Advanced · 03/10/2006 (10:49 am) · 4 replies
I've put together some Visual Studio 2005 solution files that can be downloaded from http://www.thzero.com/programming/torque/VisualStudio2005Solution.zip One note, that the projects expect a DirectX folder under the 'tse' folder that contains the DirectXSDK's Include and Lib folders.
Even after getting the latest source from CVS, I was not able to compile without a few issues as follows:
In dtsSDK\DTSShape line 596, it has an undeclared i local variable as follows:
replace with
I believe this was mentioned elsewhere too.
In ms2dtsExporter\DTSPlugin.cpp line 483, a similar issue:
replace with
Even after getting the latest source from CVS, I was not able to compile without a few issues as follows:
In dtsSDK\DTSShape line 596, it has an undeclared i local variable as follows:
for (int i = 0 ; i < detailLevels.size() ; i++)
{
if (detailLevels[i].size < pixels)
{
smallestDetailLevel = i ;
break ;
}
}
smallestDetailLevel = i ;replace with
int i = 0;
for (i = 0 ; i < detailLevels.size() ; i++)
{
if (detailLevels[i].size < pixels)
{
smallestDetailLevel = i ;
break ;
}
}
smallestDetailLevel = i ;I believe this was mentioned elsewhere too.
In ms2dtsExporter\DTSPlugin.cpp line 483, a similar issue:
for (i = 0 ; i < numMaterials ; i++)
{
char name[MS_MAX_PATH+1];
msMaterial * msMat = msModel_GetMaterialAt(model, i);
msMaterial_GetName (msMat, name, MS_MAX_PATH);
extractOptions(name,&config);
}
for (i = 0 ; i < numMaterials ; i++)
{
char name[MS_MAX_PATH+1];
msMaterial * msMat = msModel_GetMaterialAt(model, i);
msMaterial_GetName (msMat, name, MS_MAX_PATH);
MilkshapeShape::ImportConfig::Sequence si;
si.fps = config.animationFPS;
si.cyclic = config.animationCyclic;
if (extractSequence(name,&si))
config.sequence.push_back(si);
}replace with
for (int i = 0 ; i < numMaterials ; i++)
{
char name[MS_MAX_PATH+1];
msMaterial * msMat = msModel_GetMaterialAt(model, i);
msMaterial_GetName (msMat, name, MS_MAX_PATH);
extractOptions(name,&config);
}
for (int i = 0 ; i < numMaterials ; i++)
{
char name[MS_MAX_PATH+1];
msMaterial * msMat = msModel_GetMaterialAt(model, i);
msMaterial_GetName (msMat, name, MS_MAX_PATH);
MilkshapeShape::ImportConfig::Sequence si;
si.fps = config.animationFPS;
si.cyclic = config.animationCyclic;
if (extractSequence(name,&si))
config.sequence.push_back(si);
}About the author
#2
However even if you did use the "Loop COnformance" option, the first issue should really be fixed.
03/10/2006 (11:44 am)
Good point.However even if you did use the "Loop COnformance" option, the first issue should really be fixed.
#3
03/11/2006 (7:36 am)
This is a personal observation, not an "official GG" one...but I agree, that first loop doesn't really conform well to normally taught scoping rules...
#4
03/11/2006 (6:19 pm)
I appreciate the observation. It should be noted that while it may fly in some C/C++ compilers, most other C-esque languages (Java and C# being the most prevalent) it would cause a compliation error right out of the box. :)
Torque 3D Owner Ken Paulson
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