I have a problem loading meshes in the Ogre3D framework with the
'getMeshInformation' function from http://www.ogre3d.org/tikiwiki/RetrieveVertexData
when compiled on Ubuntu.
The program crashes due to a segmentation fault.
It is said that it has problems on AMD64 Linux,
but there is no mention of a version that works on that system
or what has to be changed in order for it to work.
The program runs fine on Windows when compiled with VisualStudio.
Thanks in advance.
Working code here:
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Raycasting+to+the+polygon+level#Adapted_version
It was kinda hidden though.
Related
I wanted to learn Lua so I bought a book. The problem I'm having is finding a compiler/interpreter. I downloaded the binary compiler for Windows from http://luadist.org/ (Windows x86 (MinGW32 4.7.1)). But every time I try to start it up I just says:
The program can't start because lua53.dll is missing from your
computer. Try reinstalling the program to fix this problem.
Which I did several times to no avail. I've tried to find another compiler but this seems to be the only one... which I find hard to believe. There are "demo" compilers but I want one I can install so I can do the examples in the book. There are instructions on how to "compile" the compiler at the Lua site on Linux and Mac machines but I'm working on a Windows machine.
Any help?
ZeroBrane Studio is the best for Lua. It works on Windows, Mac, and Linux. It was specifically designed for beginners, but it a full featured IDE for writing and debugging Lua code.
https://studio.zerobrane.com/
Be sure to try the "Run as Scratchpad" feature which provides a "live-coding" experience.
Quite a strange problem I have here, I am trying to run the DXUT DirectX 10/11 tutorials from DirectX sample browser. They build fine, but cannot be run in Debug mode, as this triggers the error warning "Failed to create the Direct3D device". This is strange as I can run them in release mode. The strangest thing however is that they use to run in Debug mode, and I swear I changed nothing in the day it ran, and the next day that it didn't. A friend also has the same exact problem, which happened around the same time.
Has anyone ran into this problem and know of a solution, or perhaps know why its happening beyond the obvious, I have a DirectX 11 capable card if you didn't pick that up.
Thanks.
I literally just spent all day trying to fix this exact same problem. Here is the solution which should hopefully fix yours too...
I managed to find this article explaining that a recent update, (26th February 2013 to be exact), caused the older version to mess up:
http://blogs.msdn.com/b/chuckw/archive/2013/02/26/directx-11-1-and-windows-7-update.aspx
That explains why it was working fine a few weeks ago, and now it just suddenly stopped working I guess!
Following their advice, I downloaded a trial version of Visual Studio 2012, and after an hour and a half of installation time, and a system restart, you should have all the new DirectX SDK files that you need.
NOTE: You don't even have to use Visual Studio 2012. The new files should fix your issues for Visual Studio 2010 and older versions I presume!
(Before doing this I also installed all the latest drivers, but I don't think that did anything to help, but it's worth upgrading drivers whenever you can, as that has fixed a similar issue I had before).
Hope this helps!!! :)
Somewhere in your code you probably have something along the line of this
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
If you do take a look at the D3D10_CREATE_DEVICE_DEBUG; on the msdn you will see this
To use this flag, you must have D3D11_1SDKLayers.dll installed;
otherwise, device creation fails.
You should check that you do have that dll in your system or you should reinstall the DirectX SDK.
The automatic IE10 update is what caused my issue of automatic non support of directx development. Simplest solution is downloading standalone win8 sdk at...
http://msdn.microsoft.com/en-us/windows/desktop/hh852363
The directx debug layer dll has to be updated.
Is it technically possible (I don't think this would be restricted), and how do you go about it?
I got my little test app building fine, but when I run it I get a failure dialog.
The debug output is slightly more informative:
The thread 0xe4c has exited with code -1073741515 (0xc0000135).
The program '[3400] OpenCVTest2.exe' has exited with code -1073741515 (0xc0000135) 'A dependent dll was not found'.
Then I created a Win8 Desktop app, which also built fine but failed to run.
MSVP100D.dll is part of the VC++ 2010 Redistributable which is not compatible with Win8. (Being a hacker I tried it anyway, the installer runs to completion - but the bits aren't installed.)
Is there a compiler flag I can try? Possibly a custom build of OpenCV would fix it, but that would be a last resort, and it might only fix the desktop app.
This guy shows an example of using OpenCV library for performing face detection in a Windows 8 Store app written using C++/CX:
http://channel9.msdn.com/Events/TechEd/NorthAmerica/2012/DEV322
Also, at the below post he also describes how the C++ Runtime works for Windows 8Store apps:
http://blogs.msdn.com/b/vcblog/archive/2012/09/28/10354327.aspx
MSVP100D is not a part of VC10 redist. Note the "D" at the end of its name. That package only includes release builds. Your release builds should work fine. But mixing libraries from different VC versions might get you in trouble. See this. Your best chance is to build from source with VC11.
I am having trouble with OpenCV2.0 on Win7 32bit, I have recompiled it using MinGW 4.5.0 and everything went OK until I tried to run examples. Anytime it opens NamedWindow it crashs down. On the other side on on different machine Win7 64 bit everything runs without problem. Any idea?
Thx, Jan
It is a known problem due to some sort of "stack misalignment" with SSE under certain circumstances.
It has been posted before namedWindow() causes crash in opencv 2.3.1? (Eclipse+MinGW on XP, C++)
/Lars
Check that you are picking up the correct DLLs, and if you built with Qt, that you are getting the correct Qt DLLs.
Did you just install somethign that also uses Qt - but a different version (like AMDs codeprofiler)
I am interested in trying to get a program ported to 64-bit and would like to know if it's even a good candidate for porting. I am a lighting director and have built a SUSE 11.1 Linux box for a program called MagicQ made by Chamsys (http://www.chamsys.be/download.html). I have been working on this for about 6 months now and have all hardware recognised. I am still working on stage visualizers, and I have a separate CPU/board generating the DMX512 code via PoE. I don't think getting it to run in SUSE will be a problem "it was natively built for Ubuntu".
Any help or direction is greatly appreciated!!
Unbuntu and Suse are subtlely different in how things are laid out for file sytems, home directories and such. Usually when you try to install a package on either on you need to use their own package manager programs so that all dependincies are handled and you don't need to manually try to find package 'x' version 'y' and package 'a' version 'b' just to get something working.
If you know that you have all the dependencies covered, and if you have the raw source code, you should be able to just run a compilier against the source code and have it compilied for a 64-bit processor.
Here is a link to the GCC, the GNU Compiler Collection for your reference.
Good luck with your porting project.