Modernization Kit Beta Thread 2
by ArmedGeek · in Torque Game Engine · 06/28/2007 (3:46 am) · 344 replies
I think it is way past time to create a new thread for MK.
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
The original thread can be found here www.garagegames.com/mg/forums/result.thread.php?qt=58532
Modernization Kit website : tmk.superiorcode.com/
Username: torqueUser
Password: tMK60152
#102
07/29/2007 (2:32 am)
@Andy - Thanks for the quick reply. Your points are well taken, I would like my game(s) to be playable on lesser hardware (hence my choice of TGE over TGEA). I'll keep an eye on the moderization kit for the future.
#103
I cannot run in debug, I get the following error
Fatal: (c:\torque\tge_1_5_2\engine\interior\interiorrender.cc @ 1240) Aw, crap.4
But I have no issues when running in Release.
Has anyone seen this before?
07/29/2007 (5:14 pm)
Was just wondering, I took a stock TGE and added the MK as per the instructions. I cannot run in debug, I get the following error
Fatal: (c:\torque\tge_1_5_2\engine\interior\interiorrender.cc @ 1240) Aw, crap.4
But I have no issues when running in Release.
Has anyone seen this before?
#104
07/30/2007 (8:21 am)
Simon - it's not something I have seen before, do you get more of a message output than that though as it's not really useful for trying to suggest what is wrong. Also could you post the code around line 1240 in your version of interiorrender.cc as that might give some clue.
#105
Nope thats all I get. I'll post the code around line 1240, but I am not sure how that helps as RELEASE152 of MK has its own interiorrender.cc that overwrites the standard one in TGE and I have not made any changes to the source yet for my stuff.
07/30/2007 (11:58 am)
@ AndyNope thats all I get. I'll post the code around line 1240, but I am not sure how that helps as RELEASE152 of MK has its own interiorrender.cc that overwrites the standard one in TGE and I have not made any changes to the source yet for my stuff.
//---------------------------------------------------------
// TGE Modernization Kit start
//---------------------------------------------------------
TextureHandle* normMap;
MKGFX->bindIBO(mIndexBuffer);
U32 arraySize = getMin(mWindings.size(), 4096);
sgRenderIndices = (U16*)mIndexBuffer->map();
for (i = 0; i < sgActivePolyListSize; i++) {
PROFILE_START(IRO_renderARB_diffuse);
const Surface& rSurface = mSurfaces[sgActivePolyList[i]];
// Setup the base texture...
U32 baseName = pMaterials->getMaterial(rSurface.textureIndex).getGLName();
if (baseName != currentlyBound1) {
mIndexBuffer->unmap();
flushPrimitives(mIndexBuffer->getBufferOffset(0), currIndexPoint, currRenderBufferPoint);
sgRenderIndices = (U16 *)mIndexBuffer->map();
currIndexPoint = 0;
currRenderBufferPoint = 0;
currentlyBound1 = baseName;
if(!MKGFX->isReflectPass())
{
mkInteriorData.bindMaterial(rSurface.textureIndex);
}
else
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glBindTexture(GL_TEXTURE_2D, baseName);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
}
PROFILE_END();
PROFILE_START(IRO_renderARB_lightmap);
// Setup the lightmap
baseName = (*pLMapIndices)[sgActivePolyList[i]];
if (baseName != currentlyBound0) {
mIndexBuffer->unmap();
flushPrimitives(mIndexBuffer->getBufferOffset(0), currIndexPoint, currRenderBufferPoint);
sgRenderIndices = (U16 *)mIndexBuffer->map();
currIndexPoint = 0;
currRenderBufferPoint = 0;
glActiveTextureARB(GL_TEXTURE0_ARB + 0);
U32 glName = gInteriorLMManager.getHandle(mLMHandle, instanceHandle, baseName)->getGLName();
AssertFatal(glName, "Interior::renderARB: invalid glName for texture handle");
glBindTexture(GL_TEXTURE_2D, glName);
currentlyBound0 = baseName;
glActiveTextureARB(GL_TEXTURE0_ARB);
}
PROFILE_END();
PROFILE_START(IRO_renderARB_render);
if (currIndexPoint + (rSurface.windingCount - 2) * 3 >= 4096 ) {
mIndexBuffer->unmap();
flushPrimitives(mIndexBuffer->getBufferOffset(0), currIndexPoint, currRenderBufferPoint);
sgRenderIndices = (U16 *)mIndexBuffer->map();
currIndexPoint = 0;
currRenderBufferPoint = 0;
}
PROFILE_END();
emitPrimitive(&sgRenderBuffer[currRenderBufferPoint],
&sgRenderIndices[currIndexPoint],
rSurface.windingStart,
rSurface.windingCount,
currRenderBufferPoint,
&mPoints[0]);
currRenderBufferPoint += rSurface.windingCount;
currIndexPoint += (rSurface.windingCount - 2) * 3;
[b] AssertFatal(currRenderBufferPoint < 512 && currIndexPoint < 2048, "Aw, crap.4");[/b]
}
mIndexBuffer->unmap();
flushPrimitives(mIndexBuffer->getBufferOffset(0), currIndexPoint, currRenderBufferPoint);
MKGFX->bindVBO(NULL);
MKGFX->bindIBO(NULL);
currIndexPoint = 0;
currRenderBufferPoint = 0;
if( mkInteriorData.endRender())
{
return;
}
//---------------------------------------------------------
// TGE Modernization Kit end
//---------------------------------------------------------
#106
So I changed the piece that was giving me troubles so something simular
Recompiled, and everything worked. It should be noted that I used the ArmedGeek's 1.5.2 version. So maybe something was missed when he put that together. Otherwise, it works as expected.
Good job being done here.
08/03/2007 (7:08 pm)
I did some digging and I found in another part of the code the following// AssertFatal(currRenderBufferPoint < 512 && currIndexPoint < 2048, "Aw, crap."); AssertFatal(currIndexPoint < 4096, "Aw, crap.");
So I changed the piece that was giving me troubles so something simular
// AssertFatal(currRenderBufferPoint < 512 && currIndexPoint < 2048, "Aw, crap.4"); AssertFatal(currIndexPoint < 4096, "Aw, crap.");
Recompiled, and everything worked. It should be noted that I used the ArmedGeek's 1.5.2 version. So maybe something was missed when he put that together. Otherwise, it works as expected.
Good job being done here.
#107
Additionally the fact that I really (and I mean *really*) don't know what i'm doing makes it pretty amazing that it works at all. Basically, I merged it the best I could until it compiled and "looked" like it was working properly. My programming toolbox consists of nothing but varying sizes of hammers. Also, there really wasn't much testing done with that as Alex returned to work on MK at about the same time I was working on the 1.5.2 stuff. I was content to wait for Alex, but a bunch of folks wanted the code I'd done for 1.5.2 so i gave it.
I'm not trying to sound defensive or offended or anything, just that everyone should be aware I'm just a hacker that doesn't know any more about this stuff than a lot of y'all. I just have a talent for making a square peg fit in a round hole (usually with the aid of a hammer)
08/03/2007 (11:10 pm)
Heh, yeah there could be lots of things wrong with interiorRender.cc that i did. the problem is that GG changed a bunch of stuff in interiorRender.cc in 1.5.2 so that made merging the MK stuff a nightmare.Additionally the fact that I really (and I mean *really*) don't know what i'm doing makes it pretty amazing that it works at all. Basically, I merged it the best I could until it compiled and "looked" like it was working properly. My programming toolbox consists of nothing but varying sizes of hammers. Also, there really wasn't much testing done with that as Alex returned to work on MK at about the same time I was working on the 1.5.2 stuff. I was content to wait for Alex, but a bunch of folks wanted the code I'd done for 1.5.2 so i gave it.
I'm not trying to sound defensive or offended or anything, just that everyone should be aware I'm just a hacker that doesn't know any more about this stuff than a lot of y'all. I just have a talent for making a square peg fit in a round hole (usually with the aid of a hammer)
#109
If there are any MK users at ASU or in the Tempe area who would like to meet up, send me an email (addy in my profile).
08/04/2007 (2:56 am)
Well, bit of bad news. Work on the MK will probably be stalled for the next month because I'm heading off to ASU to study computer science (until/unless I change my major). Once I get into the swing of things I'll likely get back to work though.If there are any MK users at ASU or in the Tempe area who would like to meet up, send me an email (addy in my profile).
#110
08/04/2007 (5:38 am)
ASU a good school. I go to Collins College in Tempe right down the road. After I graduate I'm going to take some more math classes and C/C++ classes at MCC.
#111
08/04/2007 (8:17 am)
Alex do you think version 11 might be out before that?
#112
08/04/2007 (8:47 am)
@Ron: Seeing as I leave for ASU in seven hours... no.
#113
08/04/2007 (1:06 pm)
Hey ArmedGeek - I think I purchased a set of those same hammers, wonderful things and helped me out no end
#114
Also I get the error, "SubShader: requested sub shader (InteriorParallax20) does not exist.
Modernizationkit\mkmaterial.cpp.
Only happens when i try to start as Dedicated server.
08/04/2007 (9:04 pm)
I keep getting an error that says "We should have a vertex buffer in RenderAsShape". How do I fix that?Also I get the error, "SubShader: requested sub shader (InteriorParallax20) does not exist.
Modernizationkit\mkmaterial.cpp.
Only happens when i try to start as Dedicated server.
#115
- Some static meshes got messed up when I zoomed it on them by lowering the FOV. They don't have this problem on stock TGE. ScreenShots:
Normal: bellatorus.com/images/mk/wall_normal.jpg
Messed: bellatorus.com/images/mk/wall_messed.jpg
- Performance has taken a serious hit, running at half the frame rate than before.
Other problems I notice do not affect me too much, because I commented most shaders in the material.cs file, leaving just the water that I wanted, but I'm posting just so you know:
- The sky looked overly saturated.
- When I set a resolution higher than 1024x768, all hell broke loose, as this SS shows:
bellatorus.com/images/mk/hell_broke_loose.jpg
I'm running at WinXP, slightly modified TGE 1.5.0 (1.5.2 was running slower, should I upgrade anyway? why?). Video card is a 6600GT - also tryied on the other computer running on a GF5200, with the same problems.
Not all is bad news, the water looks really nice, here are some screenshots of what I've done to my river:
bellatorus.com/images/mk/Bellatorus_2007_08_11.jpg
bellatorus.com/images/mk/evil.jpg
bellatorus.com/images/mk/good.jpg
bellatorus.com/images/mk/close.jpg
Thanks to mb for pointing MK to me at my snapshot (www.garagegames.com/mg/snapshot/view.php?qid=1498), and to Alex for this great resource!
08/11/2007 (10:32 pm)
Hey Alex, I've tryed the MK, and I had a few issues:- Some static meshes got messed up when I zoomed it on them by lowering the FOV. They don't have this problem on stock TGE. ScreenShots:
Normal: bellatorus.com/images/mk/wall_normal.jpg
Messed: bellatorus.com/images/mk/wall_messed.jpg
- Performance has taken a serious hit, running at half the frame rate than before.
Other problems I notice do not affect me too much, because I commented most shaders in the material.cs file, leaving just the water that I wanted, but I'm posting just so you know:
- The sky looked overly saturated.
- When I set a resolution higher than 1024x768, all hell broke loose, as this SS shows:
bellatorus.com/images/mk/hell_broke_loose.jpg
I'm running at WinXP, slightly modified TGE 1.5.0 (1.5.2 was running slower, should I upgrade anyway? why?). Video card is a 6600GT - also tryied on the other computer running on a GF5200, with the same problems.
Not all is bad news, the water looks really nice, here are some screenshots of what I've done to my river:
bellatorus.com/images/mk/Bellatorus_2007_08_11.jpg
bellatorus.com/images/mk/evil.jpg
bellatorus.com/images/mk/good.jpg
bellatorus.com/images/mk/close.jpg
Thanks to mb for pointing MK to me at my snapshot (www.garagegames.com/mg/snapshot/view.php?qid=1498), and to Alex for this great resource!
#116
Thank you if you can help .
Linking...
dglMatrix.obj : error LNK2019: unresolved external symbol "public: class Point2I __thiscall _MKGFX::getCurrentRenderBounds(void)" (?getCurrentRenderBounds@_MKGFX@@QAE?AVPoint2I@@XZ) referenced in function "void __cdecl dglSetViewport(class RectI const &)" (?dglSetViewport@@YAXABVRectI@@@Z)
sceneGraph.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
sceneState.obj : error LNK2019: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A) referenced in function "public: void __thiscall MatrixF::mulP(class Point3F &)const " (?mulP@MatrixF@@QBEXAAVPoint3F@@@Z)
fluidRender.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
waterBlock.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
dglMatrix.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
gameTSCtrl.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
fxFoliageReplicator.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
interiorRender.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::prepReflection(struct CameraQuery *,class PlaneF)" (?prepReflection@mkFluid@@QAEXPAUCameraQuery@@VPlaneF@@@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::enableRefraction(bool)" (?enableRefraction@mkFluid@@QAEX_N@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
waterBlock.obj : error LNK2001: unresolved external symbol "public: void __thiscall mkFluid::enableRefraction(bool)" (?enableRefraction@mkFluid@@QAEX_N@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::setReflectionSize(unsigned int)" (?setReflectionSize@mkFluid@@QAEXI@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
waterBlock.obj : error LNK2001: unresolved external symbol "public: void __thiscall mkFluid::setReflectionSize(unsigned int)" (?setReflectionSize@mkFluid@@QAEXI@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall _MKGFX::endPlanarReflectionRender(void)" (?endPlanarReflectionRender@_MKGFX@@QAEXXZ) referenced in function "public: virtual void __thiscall GameTSCtrl::renderWorld(class RectI const &)" (?renderWorld@GameTSCtrl@@UAEXABVRectI@@@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: bool __thiscall _MKGFX::renderPlanarReflection(void)" (?renderPlanarReflection@_MKGFX@@QAE_NXZ) referenced in function "public: virtual void __thiscall GameTSCtrl::renderWorld(class RectI const &)" (?renderWorld@GameTSCtrl@@UAEXABVRectI@@@Z)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKInit(void)" (?MKInit@@YAXXZ) referenced in function "public: static void __cdecl Platform::onWindowCreated(void)" (?onWindowCreated@Platform@@SAXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKDestroy(void)" (?MKDestroy@@YAXXZ) referenced in function "void __cdecl shutdownLibraries(void)" (?shutdownLibraries@@YAXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKReset(void)" (?MKReset@@YAXXZ) referenced in function "public: virtual void __thiscall DemoGame::textureKill(void)" (?textureKill@DemoGame@@UAEXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKResurrect(void)" (?MKResurrect@@YAXXZ) referenced in function "public: virtual void __thiscall DemoGame::textureResurrect(void)" (?textureResurrect@DemoGame@@UAEXXZ)
interior.obj : error LNK2019: unresolved external symbol "private: __thiscall mkInterior::~mkInterior(void)" (??1mkInterior@@AAE@XZ) referenced in function __unwindfunclet$??0Interior@@QAE@XZ$0
interior.obj : error LNK2019: unresolved external symbol "private: __thiscall mkInterior::mkInterior(void)" (??0mkInterior@@AAE@XZ) referenced in function "public: __thiscall Interior::Interior(void)" (??0Interior@@QAE@XZ)
interior.obj : error LNK2019: unresolved external symbol "private: void __thiscall mkInterior::init(class MaterialList *,char const *)" (?init@mkInterior@@AAEXPAVMaterialList@@PBD@Z) referenced in function "public: bool __thiscall Interior::prepForRendering(char const *)" (?prepForRendering@Interior@@QAE_NPBD@Z)
interiorRender.obj : error LNK2019: unresolved external symbol "public: void __thiscall Interior::initVertexBuffer(void)" (?initVertexBuffer@Interior@@QAEXXZ) referenced in function "public: void __thiscall Interior::render(bool,class MaterialList *,unsigned int,class Vector const *,class Vector const *)" (?render@Interior@@QAEX_NPAVMaterialList@@IPBV?$Vector@VColorI@@@@2@Z)
interiorRender.obj : error LNK2019: unresolved external symbol "protected: void __thiscall Interior::fillSurfaceTexMats(void)" (?fillSurfaceTexMats@Interior@@IAEXXZ) referenced in function "public: void __thiscall Interior::render(bool,class MaterialList *,unsigned int,class Vector const *,class Vector const *)" (?render@Interior@@QAEX_NPAVMaterialList@@IPBV?$Vector@VColorI@@@@2@Z)
interiorRender.obj : error LNK2019: unresolved external symbol "private: bool __thiscall mkInterior::endRender(void)" (?endRender@mkInterior@@AAE_NXZ) referenced in function "public: void
..... ( POST TO LONG ) .....
fluidSupport.obj : error LNK2019: unresolved external symbol "public: __thiscall mkFluid::mkFluid(void)" (??0mkFluid@@QAE@XZ) referenced in function "public: __thiscall fluid::fluid(void)" (??0fluid@@QAE@XZ)
../example/torqueDemo_DEBUG.exe : fatal error LNK1120: 40 unresolved externals
Build log was saved at "file://c:\Torque\1.5.2\tools\out.VC8.DEBUG_FAST\BuildLog.htm"
Torque Demo - 52 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 6 up-to-date, 0 skipped ==========
08/13/2007 (11:33 pm)
Hey, I need some help i'm getting linking errors. I seen that Ian in the old thread had the same issue but he included the ModernizationKit ( I didn't really understand and just went with this >>) , I included it in vc 2005 options but still same linking errors.Thank you if you can help .
Linking...
dglMatrix.obj : error LNK2019: unresolved external symbol "public: class Point2I __thiscall _MKGFX::getCurrentRenderBounds(void)" (?getCurrentRenderBounds@_MKGFX@@QAE?AVPoint2I@@XZ) referenced in function "void __cdecl dglSetViewport(class RectI const &)" (?dglSetViewport@@YAXABVRectI@@@Z)
sceneGraph.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
sceneState.obj : error LNK2019: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A) referenced in function "public: void __thiscall MatrixF::mulP(class Point3F &)const " (?mulP@MatrixF@@QBEXAAVPoint3F@@@Z)
fluidRender.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
waterBlock.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
dglMatrix.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
gameTSCtrl.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
fxFoliageReplicator.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
interiorRender.obj : error LNK2001: unresolved external symbol "class _MKGFX * MKGFX" (?MKGFX@@3PAV_MKGFX@@A)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::prepReflection(struct CameraQuery *,class PlaneF)" (?prepReflection@mkFluid@@QAEXPAUCameraQuery@@VPlaneF@@@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::enableRefraction(bool)" (?enableRefraction@mkFluid@@QAEX_N@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
waterBlock.obj : error LNK2001: unresolved external symbol "public: void __thiscall mkFluid::enableRefraction(bool)" (?enableRefraction@mkFluid@@QAEX_N@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall mkFluid::setReflectionSize(unsigned int)" (?setReflectionSize@mkFluid@@QAEXI@Z) referenced in function "public: virtual bool __thiscall GameTSCtrl::processCameraQuery(struct CameraQuery *)" (?processCameraQuery@GameTSCtrl@@UAE_NPAUCameraQuery@@@Z)
waterBlock.obj : error LNK2001: unresolved external symbol "public: void __thiscall mkFluid::setReflectionSize(unsigned int)" (?setReflectionSize@mkFluid@@QAEXI@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: void __thiscall _MKGFX::endPlanarReflectionRender(void)" (?endPlanarReflectionRender@_MKGFX@@QAEXXZ) referenced in function "public: virtual void __thiscall GameTSCtrl::renderWorld(class RectI const &)" (?renderWorld@GameTSCtrl@@UAEXABVRectI@@@Z)
gameTSCtrl.obj : error LNK2019: unresolved external symbol "public: bool __thiscall _MKGFX::renderPlanarReflection(void)" (?renderPlanarReflection@_MKGFX@@QAE_NXZ) referenced in function "public: virtual void __thiscall GameTSCtrl::renderWorld(class RectI const &)" (?renderWorld@GameTSCtrl@@UAEXABVRectI@@@Z)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKInit(void)" (?MKInit@@YAXXZ) referenced in function "public: static void __cdecl Platform::onWindowCreated(void)" (?onWindowCreated@Platform@@SAXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKDestroy(void)" (?MKDestroy@@YAXXZ) referenced in function "void __cdecl shutdownLibraries(void)" (?shutdownLibraries@@YAXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKReset(void)" (?MKReset@@YAXXZ) referenced in function "public: virtual void __thiscall DemoGame::textureKill(void)" (?textureKill@DemoGame@@UAEXXZ)
main.obj : error LNK2019: unresolved external symbol "void __cdecl MKResurrect(void)" (?MKResurrect@@YAXXZ) referenced in function "public: virtual void __thiscall DemoGame::textureResurrect(void)" (?textureResurrect@DemoGame@@UAEXXZ)
interior.obj : error LNK2019: unresolved external symbol "private: __thiscall mkInterior::~mkInterior(void)" (??1mkInterior@@AAE@XZ) referenced in function __unwindfunclet$??0Interior@@QAE@XZ$0
interior.obj : error LNK2019: unresolved external symbol "private: __thiscall mkInterior::mkInterior(void)" (??0mkInterior@@AAE@XZ) referenced in function "public: __thiscall Interior::Interior(void)" (??0Interior@@QAE@XZ)
interior.obj : error LNK2019: unresolved external symbol "private: void __thiscall mkInterior::init(class MaterialList *,char const *)" (?init@mkInterior@@AAEXPAVMaterialList@@PBD@Z) referenced in function "public: bool __thiscall Interior::prepForRendering(char const *)" (?prepForRendering@Interior@@QAE_NPBD@Z)
interiorRender.obj : error LNK2019: unresolved external symbol "public: void __thiscall Interior::initVertexBuffer(void)" (?initVertexBuffer@Interior@@QAEXXZ) referenced in function "public: void __thiscall Interior::render(bool,class MaterialList *,unsigned int,class Vector
interiorRender.obj : error LNK2019: unresolved external symbol "protected: void __thiscall Interior::fillSurfaceTexMats(void)" (?fillSurfaceTexMats@Interior@@IAEXXZ) referenced in function "public: void __thiscall Interior::render(bool,class MaterialList *,unsigned int,class Vector
interiorRender.obj : error LNK2019: unresolved external symbol "private: bool __thiscall mkInterior::endRender(void)" (?endRender@mkInterior@@AAE_NXZ) referenced in function "public: void
..... ( POST TO LONG ) .....
fluidSupport.obj : error LNK2019: unresolved external symbol "public: __thiscall mkFluid::mkFluid(void)" (??0mkFluid@@QAE@XZ) referenced in function "public: __thiscall fluid::fluid(void)" (??0fluid@@QAE@XZ)
../example/torqueDemo_DEBUG.exe : fatal error LNK1120: 40 unresolved externals
Build log was saved at "file://c:\Torque\1.5.2\tools\out.VC8.DEBUG_FAST\BuildLog.htm"
Torque Demo - 52 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 6 up-to-date, 0 skipped ==========
#117
08/14/2007 (1:32 am)
Linking errors are fixed , got new error fixing now and then I'll upload vc8 file for the version 1.5.2 since it doesn't include it. only vc7.
#118
first of all, thanks for the Modernization Kit. It's a really great work.
Now, i have a problem i can't solve, because i don't know why it happens... i've turned on the water reflection and when the map is loaded, all textures in the game ( of the terrain and objects) are flipped backwards. The weird thing is that they flip back to their original position if i turn on the editor and back again if i turn the editor off.
The water looks great in both "modes" ;)
Did somebody have the same problem or a solution for me?
I don't know what information could be helpful here, so i will post it on demand :)
regards,
enrico
08/14/2007 (9:46 am)
Hi,first of all, thanks for the Modernization Kit. It's a really great work.
Now, i have a problem i can't solve, because i don't know why it happens... i've turned on the water reflection and when the map is loaded, all textures in the game ( of the terrain and objects) are flipped backwards. The weird thing is that they flip back to their original position if i turn on the editor and back again if i turn the editor off.
The water looks great in both "modes" ;)
Did somebody have the same problem or a solution for me?
I don't know what information could be helpful here, so i will post it on demand :)
regards,
enrico
#119
08/16/2007 (9:45 pm)
I still need help with "We should have a vertex buffer in RenderAsShape". I'm not good with c++.
#120
You should not be running MK stuff when dedicated. Try adding ifs around the MK code:
//------------------------------------------------------------------
// TGE Modernization Kit
//------------------------------------------------------------------
if($Server::Dedicated == false)
{
exec("./data/init.cs");
DRL::setBiasLimits(-0.05, 0);
DRL::setGoalIntensity(0.35);
DRL::setBloomColorOffset(0.15);
}
08/18/2007 (4:00 pm)
@DarkLight:You should not be running MK stuff when dedicated. Try adding ifs around the MK code:
//------------------------------------------------------------------
// TGE Modernization Kit
//------------------------------------------------------------------
if($Server::Dedicated == false)
{
exec("./data/init.cs");
DRL::setBiasLimits(-0.05, 0);
DRL::setGoalIntensity(0.35);
DRL::setBloomColorOffset(0.15);
}
Torque 3D Owner Andy Rollins
1 - Using later functions of opengl (version 2.0 is required for MK) obviously resists the number of people that could play your game to those with more recent graphics cards.
2 - It does take some knowledge and understanding to actually get some good benefits from it.
If you're a new to opengl, programming, tge and the like then I'd suggest ignoring this for now and learning all the other areas first - you can always come back again later in your project and add in the latest version of MK (the next release is looking like it will be a great one).