gTexManager: undeclared identifier tex
by Stefan Beffy Moises · in Torque Game Engine · 06/01/2002 (4:23 pm) · 5 replies
Hi there,
I've tried to merge our source with the new GG head for two days now, and I keep getting this error during compilation:
Help!!! :-(
Edit: and it's not only one file complaining, I get this errors dozens of times, you can view a couple of them here... seems like every file using the texture manager is broken now (though I didn't touch most of them, and I didn't touch the Texture Manager at all ...).
I've tried to merge our source with the new GG head for two days now, and I keep getting this error during compilation:
../engine\dgl/gTexManager.h(288) : error C2065: 'tex' : undeclared identifier ../engine\dgl/gTexManager.h(288) : error C2227: left of '->texGLName' must point to class/struct/unionwhat I've done is I've taken a clean GG checkout and tried to add my new files / code parts I've added, then copied/imported these new "code" base into my compiling directory, did a CLEAN, added the new GG files to the project and finally tried to compile this new "manual merge" ... and then I get this error over and over again and I got no idea what may be the problem with this... gTexManager.h is the original GG file... did they change anything in the way the texture manager works lately so that some of my "old" files don't work anymore??
Help!!! :-(
Edit: and it's not only one file complaining, I get this errors dozens of times, you can view a couple of them here... seems like every file using the texture manager is broken now (though I didn't touch most of them, and I didn't touch the Texture Manager at all ...).
About the author
#2
//df U32 useName = tex->texGLName;
U32 useName = object->texGLName;
I've reported this before but I guess I need to send it to "bugs" again :)
06/02/2002 (1:37 pm)
Try this Stefan--comment out the existing line at 288 and replace with://df U32 useName = tex->texGLName;
U32 useName = object->texGLName;
I've reported this before but I guess I need to send it to "bugs" again :)
#3
In fact, that's how it used to be before my update...
but the strange thing is, "tex" seems to be okay in the GG HEAD version, cause there it IS "tex" and it compiles fine - I really shouldn't compile this way, I think..?!
I had another issue with the new "blender.*" code there seems to be now... I was getting various linking errors if I put the new files in (cc, h and assembler) - anybody knows what these changes are for?? - seems to be pretty extensive changes, a lot of code seems to be shifted from C++ to the asm file now... but again, it compiled fine after I put the "old" code back in...
Another issue was that I had to take out Badguys door testing code, it seemed not compatible with the latest HEAD ... the engine would compile with it, but it crashed the application at startup, and the DEBUG version asserted problems with some interior classes...
so I took it out and finally, after a painful weekend, my codebase seems to be almost up-to-date again, compiles and runs!! Puh!
06/02/2002 (2:31 pm)
Thanks Desmond, that worked!!In fact, that's how it used to be before my update...
but the strange thing is, "tex" seems to be okay in the GG HEAD version, cause there it IS "tex" and it compiles fine - I really shouldn't compile this way, I think..?!
I had another issue with the new "blender.*" code there seems to be now... I was getting various linking errors if I put the new files in (cc, h and assembler) - anybody knows what these changes are for?? - seems to be pretty extensive changes, a lot of code seems to be shifted from C++ to the asm file now... but again, it compiled fine after I put the "old" code back in...
Another issue was that I had to take out Badguys door testing code, it seemed not compatible with the latest HEAD ... the engine would compile with it, but it crashed the application at startup, and the DEBUG version asserted problems with some interior classes...
so I took it out and finally, after a painful weekend, my codebase seems to be almost up-to-date again, compiles and runs!! Puh!
#4
I believe the reason the tex->texGLName previously compiled was because the code was not being complied into the EXE unless you defined GATHER_METRICS > 1. I am also guessing that you have incorporated Desmond's Utilities For Mappers which will now compile the gTexManger.h function TextureHandle::getGLName() where tex->texGLName needs to be changed to object->texGLName.
Rich
*edit*
Fixed the missing markup tag
06/03/2002 (7:05 am)
Stefan,I believe the reason the tex->texGLName previously compiled was because the code was not being complied into the EXE unless you defined GATHER_METRICS > 1. I am also guessing that you have incorporated Desmond's Utilities For Mappers which will now compile the gTexManger.h function TextureHandle::getGLName() where tex->texGLName needs to be changed to object->texGLName.
Rich
*edit*
Fixed the missing markup tag
#5
Well, that explains A LOT!
Thanks very much!!!
06/03/2002 (7:13 am)
Wow!! Exactly!! That's what I've done - GatherMetrics is 2 I think and Desmond's utils are in my code, yes!!Well, that explains A LOT!
Thanks very much!!!
Associate Stefan Beffy Moises
I couldn't find any recent changes to the TextureManager in the CVS changelist...
and I can't find any (somehow related) file defining this "tex" variable which is used in gTexManager.h, even in the clean GG HEAD... what's the story about "tex"?