Game Development Community

TMK errors

by Nathan Kent · in Torque Game Engine · 01/04/2008 (2:03 pm) · 29 replies

While trying to implement the Torque Modernization Kit, I have come up with six problems when trying to compile:
Error	1	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h	9	
Error	2	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkCgTests.h	9	
Error	3	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkATITTests.h	9	
Error	4	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkASMTests.h	9	
Error	5	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkVBOTests.h	9	
Error	6	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h	9

I know how to solve this (downloading cppunit), but I'd rather not. While browsing through the current TMK thread, I found a post that just suggested I take out the files that are causing the problems, and it should work, but it doesn't. I get:
Error	1	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h	9

If I remove the problem file (mkTesting.cpp), the result is a total of over 50 errors.


If anyone knows how to fix this, I'd appreciate it. I'm not all that great at debugging Torque because VS2005 is screwy about it, and I'd appreciate help.
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#1
01/04/2008 (8:48 pm)
You can not include any of the files under UnitTests. Read my last post on the MK thread.
#2
01/05/2008 (4:58 am)
I have taken out those. If I do, I get
Error	1	fatal error C1083: Cannot open include file: 'cppunit/extensions/HelperMacros.h': No such file or directory	e:\Stonehenge The Game\Source\engine\ModernizationKit\UnitTests\mkGLSLTests.h	9

If I remove that file, I get over 50 errors! Here's a few
Error	1	error LNK2019: unresolved external symbol _glGetProgramivARB referenced in function "private: bool __thiscall ASMShader::loadVertexShaderFromFile(char const *)" (?loadVertexShaderFromFile@ASMShader@@AAE_NPBD@Z)	mkASMShader.obj	
Error	2	error LNK2001: unresolved external symbol _glGetProgramivARB	mkATITShader.obj	
Error	3	error LNK2019: unresolved external symbol _glProgramStringARB referenced in function "private: bool __thiscall ASMShader::loadVertexShaderFromFile(char const *)" (?loadVertexShaderFromFile@ASMShader@@AAE_NPBD@Z)	mkASMShader.obj	
Error	4	error LNK2001: unresolved external symbol _glProgramStringARB	mkATITShader.obj	
Error	5	error LNK2019: unresolved external symbol _glBindProgramARB referenced in function "private: bool __thiscall ASMShader::loadVertexShaderFromFile(char const *)" (?loadVertexShaderFromFile@ASMShader@@AAE_NPBD@Z)	mkASMShader.obj
All the way to error 61. Is it possible that the cppunit errors have nothing to do with these? I'll double check for missing files.

Edit -> I double checked, no missing files from my project. I did learn that Beyond Compare could open tar.gz's!
#3
01/05/2008 (10:35 am)
Are you doing this with a fresh TGE install? Also, what version of TGE are you using?
#4
01/05/2008 (2:39 pm)
I'm using TGE 1.5.2, and I've made minimal changes to the engine. I've added SQLite to it, and those files don't require any changes in other files. I've also added swimming code to player.cc, nothing much, and something I don't think should effect anything the TMK needs.
#5
01/06/2008 (1:41 pm)
You cant include mkTesting either...
#6
01/06/2008 (2:04 pm)
I tried that too. What other files do I need aside from the *.cpp file? Is there a *.lib file, or other downloads that I need besides those? Thats the only thing I can think of, unless I need to include those *.GLSL files. Could that be it?


Edit -> I tried to add them to my project and build, but I still got the same 61 errors. So I guess that that wasn't it.
#7
01/06/2008 (3:45 pm)
You have to add all files under the ModernizationKit folder except for the UnitTest files and the mkTesting file. (don't remove those files, just don't reference them).
#8
01/06/2008 (3:49 pm)
That's what I've done, I've even tripple checked to make sure I have them all.
#9
01/06/2008 (3:55 pm)
Did you reference them in VS C++ 2005?
#10
01/06/2008 (4:14 pm)
Here. I have uploaded my Torque Demo file to the web. You can download it here: www.davatech.com/TorqueDemo.zip.

Just extract the file and replace the one you have now with mine (backup the other one first though). It should compile after that...
#11
01/06/2008 (4:18 pm)
Yep. As soon as I can, I'm going to download the other TMK versions and see if 1.5.2 is missing any lib files.

Edit -> I tried compiling it with your project file, and I get the same errors. Did it build for you? I didn't get any compile errors, so I'm pretty sure I have all the nessisary files, I just get the same linker errors.

Edit2 -> Could you try sending me your openGl2d3d.def file? I find it odd that some of the openGL functions aren't in there, I'm thinking that it's possible that I don't have a new (old?) enough version for it to be in there.
#12
01/06/2008 (4:57 pm)
Yeah, it compiles fine for me. Perhaps your problems are not from the MK...?
#13
01/07/2008 (4:52 am)
It's the TMK functions that are giving me the errors, and it was compiling fine before I added the TMK.
#14
01/07/2008 (6:23 am)
Adding it manually will take some tinkering

Open the VC7 project side a side to yours and check what files it added. Otherwise you might add files you are not meant to include like the ones you have above that breaks it.

especially make sure you download the TMK for your TGE version ... not the 1.5.0 for TGE 1.5.2 and vice version.

Integrated MK into stock TGE 1.5.2 within 20 minutes today ... just had to replace the Torque Demo project file of the VS2005 resolution, let it beeing converted, change the output paths from VC7 to VC8 and had to set the "tread the w_char as ..." to false in the project c++ settings and it worked.
#15
01/07/2008 (12:59 pm)
Ok, I don't know where I went wrong. But I got it to work by changing my Torque Demo.vcproj to Weston's. It's building fine as I post. Thanks for all the help!
#16
01/07/2008 (3:49 pm)
Haha, I thought you tried that and it didn't work...

Anyway, its good you got it to work finally. I think you will like the nice new graphics. Let me know how it goes!
#17
01/08/2008 (2:28 pm)
I did, but I must have done something wrong, because it didn't compile the first time.

I sure hope the new graphics look good, I can't tell, my computer is to old. We're working on getting a new one though, they should work on that.

Speaking of old computers, is this a "my computer sucks" error, an "I did something wrong in the code" error, or an "I forgot to add some files, and I'll get 'round to it later" error?


Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT


Edit -> Ok, it's not an "I forgot to add some files, and I'll get 'round to it later" problem; all the files are there.
#18
01/08/2008 (3:04 pm)
It's either standard behavior or "your computer sucks". The RenderTextureManager does a bit of stuff at init to work around an annoying driver bug on OS X and if I recall correctly at that point in time the Windows platform layer hasn't loaded GL extensions yet, so you just get those errors. If you get them while starting a mission or somesuch then it is very much a "your computer sucks" issue (or a "your drivers are out of date" issue).

Just to be sure though, would you mind putting up the GL extension init dump from your console.log?
#19
01/08/2008 (6:51 pm)
Are you still able to play your game?
#20
01/09/2008 (3:17 am)
@Weston - No, those are the last errors in the console.log, so I assume it's them that kill the program

@Alex - Here's the OpenGL Init stuff:
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_blend_subtract
  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
  Vertical Sync
  ATI_FSAA
  EXT_Cg_shader
  ARB_texture_rectangle
  ARB_vertex_program
  ARB_fragment_program
  ATI_text_fragment_shader
  ARB_shader_objects
  ARB_shading_language
  ARB_vertex_shader
  ARB_fragment_shader
  ARB_vertex_buffer_object
  EXT_framebuffer_object

Could not load this GL function: glGenFramebuffersEXT
Could not load this GL function: glBindFramebufferEXT
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