[Ohrrpgce] Problem starting gfx_directx
Jay Tennant
hierandel8 at crazyleafgames.com
Wed Dec 23 11:43:25 PST 2009
> From: Ralph Versteegen <teeemcee at gmail.com>
> Sent: Wednesday, December 23, 2009 10:01 AM
>
> 2009/12/24 Jay Tennant <hierandel8 at crazyleafgames.com>:
> > There could be an additional dll that mediates between the program and gfx_directx.dll. I think it's just easier to use the static linking. The best solution would be to remove the d3dx dependency altogether by building an alternative to ID3DXFont and D3DXSaveSurfaceToFile().
>
> Oh, that's the extent of it? Well, we don't need the fps display, we
> already have ctrl+~.
You're right. It doesn't convey any useful information that the engine can't give, and it piles on quite a few kilobytes just to use. I'll remove it, as well as the checkbox in the Options dialog. Then we just have 1 function we're dependent on... for screenshots... Any suggestions?
> >> From: "Mike Caron" <caron.mike at gmail.com>
> >> Sent: Wednesday, December 23, 2009 6:56 AM
> >>
> >> http://blogs.msdn.com/oldnewthing/archive/2005/02/14/372266.aspx
> >>
> >> That was a pain in the butt to find :/
> >>
> >> Anyway, read the comments too.
> >>
> >> --
> >> Mike Caron
> >>
> >> -----Original Message-----
> >> From: "Mike Caron" <caron.mike at gmail.com>
> >> Date: Wed, 23 Dec 2009 12:38:50
> >> To: <ohrrpgce at lists.motherhamster.org>
> >> Subject: Re: [Ohrrpgce] Problem starting gfx_directx
> >>
> >> Shit, you replied after I left, and thus I can't link pertinent docs.
> >>
> >> Anyway, if DyLibLoad etc aren't working the way I mention, it's because FB is mangling it's wrapper around LoadLibrary or whatever the Win32 function is called.
> >>
> >> And, the flag you're talking about is deprecated, and when used is a ticking time bomb. Specifically it will blow up when you try to resolve any symbols in those dependencies!
> >>
> >> Google "old new thing DLL DEPENDENCIES" or something like that (no quotes), to find the relevant page on The Old New Thing.
> >>
> >> --
> >> Mike Caron
> >>
> >> -----Original Message-----
> >> From: Ralph Versteegen <teeemcee at gmail.com>
> >> Date: Thu, 24 Dec 2009 01:30:38
> >> To: <ohrrpgce at lists.motherhamster.org>
> >> Subject: Re: [Ohrrpgce] Problem starting gfx_directx
> >>
> >> 2009/12/24 Mike Caron <caron.mike at gmail.com>:
> >> > Ralph Versteegen wrote:
> >> >>
> >> >> 2009/12/23 Jay Tennant <hierandel8 at crazyleafgames.com>:
> >> >>>>
> >> >>>> From: Ralph Versteegen <teeemcee at gmail.com>
> >> >>>> Sent: Tuesday, December 22, 2009 10:35 PM
> >> >>>> 2009/12/23 James Paige <Bob at hamsterrepublic.com>:
> >> >>>>>
> >> >>>>> I was just testing out a windows build with gfx_directx gfx_sdl on a
> >> >>>>> computer with directx 9.0c installed (according to dxdiag). When I run
> >> >>>>> game.exe it says:
> >> >>>>>
> >> >>>>> "This application has failed to start because d3dx9_41.dll was not
> >> >>>>> found. Re-installing the application may fix this problem."
> >> >>>>>
> >> >>>>> When I click okay on it, then game.exe starts up okay falling back on
> >> >>>>> gfx_sdl
> >> >>>>>
> >> >>>>> Any idea why this might happen?
> >> >>>>>
> >> >>>>> ---
> >> >>>>> James Paige
> >> >>>
> >> >>> d3dx9_41.dll is one of many dll's that microsoft has released to patch
> >> >>> the d3dx library. A solution to this would be obtaining the latest dx
> >> >>> runtime on your computer, available at:
> >> >>>
> >> >>> http://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en
> >> >>>
> >> >>> An alternative would be compiling the backend with static linking the
> >> >>> d3dx library, which was available in the december 2004 dx sdk. This will
> >> >>> remove dependencies, but will increase the dll size by about 500kb.
> >> >>>
> >> >>>> That's interesting, I was under the impression that loading
> >> >>>> gfx_directx.dll would silently fail if its dependencies weren't
> >> >>>> available. Luckily, it's quite simple to check in backends.bas whether
> >> >>>> d3dx9_41.dll (the august 2009, I think, release of the Direct3D 9
> >> >>>> utility library) is present before attempting to load gfx_direct.dll,
> >> >>>> and I was originally planning to do.
> >> >>>
> >> >>> It's present in March 2009. I was trying to manually remove all
> >> >>> dependencies, but got stuck with the screenshot and font algorithms.
> >> >>>
> >> >>> I'll upload a version of gfx_directx that has no dependencies in a few
> >> >>> minutes, though 500kb larger.
> >> >>
> >> >> We ought to have some way to detect whether or not the dll has been
> >> >> statically linked to d3dx9 or not. Would it be possible to set the
> >> >> version number (the one seen in a the file browser) and read it
> >> >> somehow?
> >> >
> >> > I haven't looked at this backend at all, so I don't know if this is already
> >> > done, but the standard way of doing this (on Windows, at least) is something
> >> > like this:
> >> >
> >> > hModule = DyLibLoad("gfx_directx.dll")
> >> > hFunction = DyLibSymbol(hModule,
> >> > "some_function_that_exists_in_d3dx9_41_dll")
> >> >
> >> > if hFunction != 0 then
> >> > 'd3dx9_41.dll is statically linked
> >> > end if
> >> >
> >> > DyLibFree(hModule)
> >> >
> >> > --
> >> > Mike
> >>
> >> Well that won't work, because surprisingly windows pops up a message
> >> box when the dependency is missing
> >>
> >> However, I saw a winapi function to load a dll without resolving its
> >> dependencies (for the purposes of loading resources), probably that
> >> can be used in the way you described.
> >
> >
> > _______________________________________________
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> > ohrrpgce at lists.motherhamster.org
> > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> >
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