How to compile engine so I get same exe file with Torque demo
by Chuangang Xie · in Technical Issues · 10/27/2007 (1:23 pm) · 3 replies
This is a kind of a newbie question.
I recompiled engine and added some code which are not related to rendering or display in the engine. The exe file was compiled successfully but it is way bigger than the Torque demo (9MB instead of 1 MB). It was running fine on all the desktops I can find. but it give out an error on my laptop that "it cannot find compatible display device", the console.log states that:
"Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device not detected.
Voodoo 2 display device not detected.
"D3D" display device not found!
"OpenGL" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!
"
but the Torque demo does run on my laptop and in the console.log at same place, it says:
"Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the D3D display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control"
Since the only thing that's different between run and don't run is the executable. I was wondering what I need to do to get exact same executable as the torque demo.
I recompiled engine and added some code which are not related to rendering or display in the engine. The exe file was compiled successfully but it is way bigger than the Torque demo (9MB instead of 1 MB). It was running fine on all the desktops I can find. but it give out an error on my laptop that "it cannot find compatible display device", the console.log states that:
"Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device not detected.
Voodoo 2 display device not detected.
"D3D" display device not found!
"OpenGL" display device not found!
"D3D" display device not found!
"Voodoo2" display device not found!
"
but the Torque demo does run on my laptop and in the console.log at same place, it says:
"Video Init:
Accelerated OpenGL display device not detected.
Accelerated D3D device detected.
Voodoo 2 display device not detected.
Activating the D3D display device...
Setting screen mode to 800x600x32 (w)...
Creating a new window...
Acquiring a new device context...
Pixel format set:
32 color bits, 32 depth bits, 0 stencil bits
Creating a new rendering context...
Making the new rendering context current...
OpenGL driver information:
Vendor: Microsoft Corp.
Renderer: Direct3D
Version: 1.1
OpenGL Init: Enabled Extensions
ARB_multitexture (Max Texture Units: 2)
EXT_compiled_vertex_array
EXT_texture_env_combine
EXT_fog_coord
OpenGL Init: Disabled Extensions
EXT_blend_color
EXT_blend_minmax
EXT_paletted_texture
NV_vertex_array_range
EXT_packed_pixels
ARB_texture_compression
EXT_texture_compression_s3tc
3DFX_texture_compression_FXT1
(ARB|EXT)_texture_env_add
EXT_texture_filter_anisotropic
WGL_EXT_swap_control"
Since the only thing that's different between run and don't run is the executable. I was wondering what I need to do to get exact same executable as the torque demo.
#2
10/27/2007 (4:26 pm)
Another thing to do is use an EXE packer to compress your EXE. That'll shave off a bit for download purposes. But start on a release build and then pack it.
#3
But thank you very much for your help, Mr. Derry Bryson and Mr. David Blake.
10/28/2007 (11:18 am)
I am happy to report that after compiling the executable as release rather than debug, My laptop can run it now. At the same time, it fixed another problem that I had with one of the models I used. The debug version of exe crashes when it was loading the object and but the release version don't. Which do beg the question though: What is different in the debug version of exe file that it would not find the D3D device? and crashes on an model?But thank you very much for your help, Mr. Derry Bryson and Mr. David Blake.
Torque Owner Derry Bryson
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