Error when I include DirectXTex.h - c++

I get errors when I include DirectXTex.h in my application. I use Visual Studio in Debug 32 bit mode and DirectX11. These is the code:
#include "DirectXTex.h"
Here the errors
How can I fix?

This indicates you have tried to compile the same source file with both XNAMath (a.k.a xboxmath version 2) and DirectXMath (a.k.a. xboxmath version 3). DirectXTex uses DirectXMath, so you probably have #include <xnamath.h> somewhere above #include "DirectXTex.h".
You should update your use of XNAMath to use DirectXMath instead. See this blog post and MSDN: Code Migration from the XNA Math Library.
If you are using XNAMath it implies you are also using the legacy DirectX SDK. Make sure you have the paths set up properly (i.e. DXSDK include/lib paths should be listed after the standard include/lib paths in the VC++ Directories property page instead of before).
Also you should read MSDN, Where is the DirectX SDK and Living without D3DX in detail.

Related

Is there any way to export (static link) an SFML project made in Dev C++?

I've seen that there are only tutorials of static linking SFML projects for Code Blocks and Visual Studio, but there isn't one for Dev C++. What I basically want is the executable to be independent, without having to execute it in the IDE. Anyone has any idea? Is it possible? I'm currently using Dev C++ 5.11 with the MinGW 64 bit compiler and the 2.4.2 version of SFML.
Dev-C++ as well as most other IDE (Code::Blocks, Qt Creator, etc.) just provide a GUI to configure flags which will then be passed on to an underlying compiler.
As such you can more or less follow the Code::Blocks tutorial and just map the different GUI fields to the ones available in Dev-C++.
Essentially, make sure to use the libraries with the -s suffix and to define SFML_STATIC.
Here's an example image I found, as I don't necessarily want to install Dev-C++:
On the right side under "Linker" you can add the SFML static libraries (e.g. -lsfml-graphics-s) and under "Preprocessor Definitions" at the bottom you can add SFML_STATIC

Installing OpenGL and compiling with command line on Windows

So there is the problem: when I compile #include <GL/gl.h> or #include <GL/glu.h> error occurs: no such file or directory. I updated NVidia drivers but error stays.
I have been struggling in setting up OpenGL without GLUT. I have read countless tutorials, but all of them are for Microsoft Visual C++, which requires placing gl.h in this IDE internal include folder. And I am trying to using only command line to compile winapi applications.
What dlls should I download and where to place them?
In Windows, OpenGL is provided as a static library, you do not need to get any DLLs (your graphics driver will provide OpenGL extensions). GL.h and GLU.h are included in the Windows SDK, along with OpenGL32.lib and GLU32.lib. However, if you want to use anything other than OpenGL 1.1., you will need to get wglext.h and glext.h from Khronos. Your driver will provide the extension prototypes, which you get using wglGetProcAddress (this function is linked in with OpenGL32.lib).

Visual studio 2015 run-time dependencies or how to get rid of Universal CRT?

Compiled couple of .dll's using visual studio 2015, and tried to deploy on some older windows 7 / 64 bit. Tried also to guess which dll's are needed for application to start and copied MSVCP140.DLL & VCRUNTIME140.DLL - but application could not load vs2015 dll. Started to analyze what is wrong - and dependency walker showed dependencies from following dll's:
API-MS-WIN-CRT-MATH-L1-1-0.DLL
API-MS-WIN-CRT-HEAP-L1-1-0.DLL
API-MS-WIN-CRT-CONVERT-L1-1-0.DLL
API-MS-WIN-CRT-STRING-L1-1-0.DLL
API-MS-WIN-CRT-STDIO-L1-1-0.DLL
API-MS-WIN-CRT-RUNTIME-L1-1-0.DLL
API-MS-WIN-CRT-FILESYSTEM-L1-1-0.DLL
API-MS-WIN-CRT-TIME-L1-1-0.DLL
This was especially surprising since to my best understanding CRT is responsible for starting dll/exe, it does not provide any higher level services.
Ok, tried to figure out how to get rid of them or at least to minimize.
Found one article:
https://blogs.msdn.microsoft.com/vcblog/2015/03/03/introducing-the-universal-crt/
It mentions about release static libraries - so I thought that I could link against them and get rid from *L1-1-0.DLL* dependency hell, but no matter what I have tried - I had no success. I've tried to link against libvcruntime.lib, libucrt.lib, libcmt.lib, tried to disable using linker option "/nodefaultlib:vcruntime.lib", and even tried to add include directory $(UniversalCRT_IncludePath), and also overriding some of define's as I have tried to guess they works - none of my attempts helped.
As an intermediate solution I've fall back to using Visual studio 2013, where CRT dll's are only two: msvcp120.dll, msvcr120.dll.
Of course you will probably recommend to install Visual studio 2015 run-times, but one of our requirement is to support standalone executable - which works without any installation - so additional installation is out of question for now.
Can you recommend me anything else than to wait Visual studio 2017 to arrive ?
No, you can't get rid of them, but I was able to statically-link to them by setting the
C/C++ > Code Generation > Runtime Library compiler option
For Debug: from /MDd to /MTd
For Release: from /MD to /MT
This removed all the API-MS-WIN-CRT-* and runtime dll references and caused all the CRT code to be statically linked.
Details on the new VS2015 Universal CRT (dynamic and static) are here:
https://msdn.microsoft.com/en-us/library/abx4dbyh.aspx
Note that the only other option is to compile with an older-compiler (like virus developers),
not newer, because Microsoft promises same UCRT-requirements for any newer compiler-version as well.
I too was fighting with statically linking a solution with multiple components/project library dependencies importing functions from various parts of the MSVCRT, UCRT and Kernel. The hope was the resulting EXE could be just copied around where it was needed (it was no product which would justify a full MSI installation).
After almost giving-up I found the best solution was the follow the guidelines hidden in the Universal C Runtime announcement, specifically:
We strongly recommend against static linking of the Visual C++
libraries, for both performance and serviceability reasons
Just remove all the "special" linker options you tried, drop-back to /MT|/MD (Multi-Threaded CRT DLL Release|Debug) runtime library choice and it works everywhere, e.g. newer Windows 10 workstations, 2012 R2 servers and Windows 7). Just install/redistribute MSVCRT (VC_Redist*.exe) and KB2999226 (UCRT via Windows Update) as Microsoft tell us to do, because as they also say:
The Universal CRT is a component of the Windows operating system. It
is included as a part of Windows 10, starting with the January
Technical Preview, and it is available for older versions of the
operating system via Windows Update.
So logically the only additional deployment dependency our C++ solutions add for the customer is the MSVCRT, because the UCRT should already be there on up-to-date/well maintained machines. Of course it adds a bit of uncertainty; you can't just copy the EXE and run on any machine, good or bad.
If you produce a decent deployment package like an MSI then it's straightforward to include when you have tools like WIX. Also to note is since the recent SDK you can include the 40-odd DLLs locally, but that doesn't satisfy the security update principle so I wouldn't do that.
This is really the only supported way to do it, see another example here. This article also suggests we link against "mincore_downlevel.lib" which is an important tip, crucial to whether you get these "api-ms-win*" missing DLL errors. For example:
Project SDK version set to 10, link with mincore.lib = Runs only on Windows 10, but not 8.1/2012 R2 or Windows 7/2008 R2 server.
Project SDK version set to 8.1, link with mincore.lib = Runs on both Windows 10 and 8.1/2012 R2 server, but not Windows 7/2008 R2 server.
Project SDK version set to 10, link with mincore_downlevel.lib = Runs on all!
In summary:
Do not link statically, leave the default DLL C runtimes selected in the project settings.
You don't need the old SDKs, can develop with the latest Windows 10 SDK, but you must link with "mincore_downlevel.lib" not "mincore.lib" if you want to support older Windows versions.
For ease of use, add this to your targetver.h or stdafx.h which also documents your choice (remove the other line):
// Libraries
#pragma comment(lib, "mincore.lib") // Lowest OS support is same as SDK
#pragma comment(lib, "mincore_downlevel.lib") // Support OS older than SDK
(Updated 11.10.2016).
It's possible to get rid of universal CRT by linking it statically, I'll get to it later on, but let's take
a look if you continue to use universal CRT as such.
According to article https://blogs.msdn.microsoft.com/vcblog/2015/03/03/introducing-the-universal-crt/ -
it's possible to launch your application using universal crt dll distributables from following folder:
C:\Program Files (x86)\Windows Kits\10\Redist\ucrt
There are 41 files totally in list with 1.8 Mb size in total. (example for 64-bit platform)
Of course it's not enough, you will need additionally vcruntime140.dll & msvcp140.dll coming from following folder:
C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\redist\x64\Microsoft.VC140.CRT
So after that you will ship totally 43 additional dll's besides your application.
It's also possible to statically compile ucrt library inside your application after which you will not need 43 dll's -
but whether static link will for after linking or not - depends on your application - how many dll's and which api's are in use.
Generally after ucrt gets linked into two different dll's they don't necessarily share same globals with each other - which can results in errors.
You need to link against vcruntime.lib / msvcrt.lib, but it's not sufficient - there are extra _VCRTIMP= and _ACRTIMP=
defines which needs to be disabled from pulling functions from ucrt.
If you're using premake5 you can configure your project like this:
defines { "_VCRTIMP="}
linkoptions { "/nodefaultlib:vcruntime.lib" }
links { "libvcruntime.lib" }
followed by:
defines { "_ACRTIMP="}
linkoptions { "/nodefaultlib:msvcrt.lib" }
links { "libcmt.lib" }
Defines are not documented by Microsoft - so it's possible that it's subject to change in future.
Besides your own projects, you will need to re-compile all static libraries which are in use in your projects.
As for boost libraries - I've managed to compile boost as well, using b2.exe boostrapper
boost>call b2 threading=multi toolset=msvc-14.0 address-model=64 --stagedir=release_64bit --build-dir=intermediate_64but release link=static,shared --with-atomic --with-thread --with-date_time --with-filesystem define=_VCRTIMP= define=_ACRTIMP=
When troubleshooting linking problems - notice that unresolved __imp* function names from because of dllimport keyword usage -
and if you link against libvcruntime.lib, you should not have any __imp* references.
I was too struggled a lot finding out the run time DLLs required to run an application which was built in Visual Studio 2015.
Here I found the following things which allow VS-2015 built application to run.
Download the redistributable from https://www.microsoft.com/en-us/download/details.aspx?id=52685
Place the msvcp140d.dll, vccorlib140d.dll, vcruntime140d.dll & ucrtbased.dll.
Note : Place the dlls versions according to your system processor's architecture(x86, x64..).
Setting: Configuration Properties - Advanced - Use of MFC - "Use MFC in a Static Library" worked for me (with a console application - not a MFC/ATL application per-se).
If you're not trying to replace the Runtime with your own then it doesn't matter whether
You have Runtime Typing enabled/disabled
You have C++ Exceptions enabled/disabled
Whether you have the Runtime Library set to Multithreaded DLL or not (setting it to non-DLL is still building it into your binary)
The only thing you need to ensure is that you don't use any of its capabilities and Visual Studio automatically doesn't link to it. Ie. No asserts, no calls to anything in string.h or stdio.h, nothing. Anything the compiler can replace with its own intrinsics tho is ok, as are compiler checks like static_assert.

'glGenBuffers' was not declared in this scope. Windows 7. Qt 4.8.1

'glGenBuffers' was not declared in this scope
thats the error which I get after trying to use that metod. How to add appropriate libs or sth else and what i should add and how. I'm using win 7 and qt 4.8.1. I've read about GLEW but I don't know how to add it to windows or qt.
It's a FAQ. Windows defines the OpenGL ABI (B for binary interface) only up to version OpenGL-1.1 – anything beyond that must be loaded at runtime using the extension loading mechanism. Most easily done by using a wrapper library like GLEW.
I've read about GLEW but I don't know how to add it to windows or qt.
If you want to use any 3rd party library, you've to learn how to do that. It boils down to install the library and its header in some system wide directory, but outside the regular compiler tree, and add those directories to the include and library search paths.
I use this code for including GLEW and Glut for cross-platform development:
#ifndef GL_H
#define GL_H
#ifdef __APPLE__
#include <GL/glew.h>
#include <GLUT/glut.h>
#else
#include <GL/glew.h>
#include <GL/glut.h>
#endif
#endif // GL_H
I encapsulate that into a file called gl.h and include that anywhere I need an OpenGL context. You will need to research how to install GLEW on your system. Make sure that you install the correct build of GLEW for your compiler. If you use Visual C++ 2010 or MinGW, it will be slightly different as far as where to put the libs and include files. You could always build from source too, but that is a more advanced route.
If you would like some sample code on how to get started with Qt and OpenGL, I've got a repository on Bitbucket with some code that I wrote for an OpenGL programming class here: https://bitbucket.org/pcmantinker/csc-4356/src/2843c59fa06d0f99d1ba90bf8e328cbb10b1cfb2?at=master

OpenGL libraries

From OpenGL wiki:
"For most libraries you are familiar with, you simply #include a header file, make sure a library is linked into your project or makefile, and it all works. OpenGL doesn't work that way."
I work on Windows 64 and I need OpenGL to use it in C++ application. What library I should use? Does microsoft provide its implementation ( I use MinGW, I do not have MS Visual C++ )?
The one that comes with your GPU drivers that you have installed on your machine, Microsoft also provides a software layer for OpenGL emulation but it's stuck at the version 1.1 and it's really old and useless.
What library should I use?
I recommend using GLEW for easy access to functions of OpenGL 1.2 and higher, GLM for mathematics, and one of these image loading libraries.
Does microsoft provide its implementation (of OpenGL)?
Microsoft provides you with the necessary header files and library files to access the OpenGL API. However, in order to use OpenGL functions of version 1.2 and higher, you must use extensions. GLEW does this implicitly for you.
Take a look at glew. It loads needed extensions and core functions.