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TGEA 1.7.1 Interior Textures Missing after clean compile

by Britton LaRoche · in Torque Game Engine · 12/09/2008 (12:27 am) · 4 replies

I did a basic compile TGEA_1_7_1 (fresh out of the box, no customizations) of the stronghold.exe with msvc 2008. I ran the stonghold.exe demo and the interior textures were missing. The executable was 4 times larger than normal, and the compiler (linker) was not set to debug.

Here are the exact steps I took.
tdn.garagegames.com/wiki/TGEA/CreatingYourFirstFPS/Compile

I made sure the properties were set to release. I must be missing something, but I've complied an executable hundreds of times with TGE 1.3, 1.5 and TGEA 1.7.0. This is the first time I've seen this behavior.

Here is the interior with the exe that shipped with the TGEA 1.7.1
www.ampedlabs.com/files/before.compile.jpg
Here is the same interior with the exe that compiled with the TGEA 1.7.1 and MSVC 2008
www.ampedlabs.com/files/after.compile.jpg
I can switch between the new executable and the one that shipped with TGEA 1.7.1, and the problem only exists in the newly created exe. I did not change any of the default project settings, so my guess is everyone that runs a default compile is seeing the same thing I am.

#1
12/09/2008 (12:47 am)
This is a known issue and is caused by a bug in the Nov 2008 Dx SDK. See www.garagegames.com/mg/forums/result.thread.php?qt=80763 for more information and a fix.
#2
12/09/2008 (12:59 am)
I should have known. The Garage Games developers are pure awesomeness. Their awesomeness is so pure it blinds me. The Microsoft developers are a dim refrigerator bulb by comparison.


Fantastic response time by the way...
#3
12/09/2008 (1:14 am)
BTW... How do we use the open gl driver with TGEA? Tell me please the shader engine does not rely solely on direct x.
#4
12/09/2008 (1:19 am)
TGEA 1.7 does not have OpenGL support.. TGEA 1.8 includes an OpenGL rendering layer, but it is strongly advised that you do not use it on Windows.

That being said, setting $pref::Video::displayDevice to "OpenGL" and then launching the engine should use the OpenGL renderer.