Consistency of DirectX models - xna

Is there a way to check the consistency of a DirectX model (.x) ?
Whilst compiling .x files with XNA GameStudio 3.1 compilation is aborted with the following error message:
Error 2 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR. C:\WFP\Browser\Content\m.x KiviBrowser
Some models compile correctly without any error/warning and some abort as described. The files of each model have several thousand lines.
I am creating the files in Googles SketchUp 8 where they all look fine and don't show any sign of corruption.
Suppose I have such a model my XNA compiler won't compile because their is an inconsistency somewhere in the file - how could I identify this in order to correct it ?

Related

How to compile a demo from "Introduction to 3D Game Programming with DirectX 11" in Visual Studio 2015 (or later version)?

I've been stuck with this for a few weeks and I just kept getting strange debug errors like:
1.a combination of 3 errors about DXGI_RGBA in dxgi1_2.h(now has temporary disappeared)
C4430,C2143 and C2061
like errors in this link
Errors about dxgi1_2
2.error C2677: binary '': no global operator found which takes type 'DirectX::XMVECTOR' (or there is not acceptable converstion)
This version of overload for operator is declared in DirectXMath.h, defined in DirectXMathVector.inl and works perfectly fine in other parts of this demo project.
3.Sometimes lots of errors just pop up when I open a file but they won't be considered as errors when building.
I wonder if there is something to do with the include order I take.
Is it possible to give me a clear guide for how to deploy demos from this book in vs2015? I would truely appreciate that. Thanks!
I solved this problem by including DirectXMath.h and adding
using namespace DirectX;
in the CPP file where I got that error.
All of the operators were moved into the DirectX namespace in the latest SDK

Direct2D Effects

I am trying to follow instructions on creating Custom Direct2D Effects, as described in Custom Effects and Effect Shader Linking. I am getting into number of problems:
The "d2d1effecthelpers.hlsli" file in not found in my Windows SDK. I could only find it here.
When trying to run fxc compiler with model set to lib_4_0_level_9_1_ps_only I get an error that this model is not supported.
When using lib_4_0_level_9_1 instead, I get another compilation error, saying that static variables are not supported for libraries (and this static definition comes from the above HLSLI file, not from my code).
After all my goal is to create a pixel shader for Direct2D, which will be receiving number of textures as input. Maybe something in my environment is missing and I can't follow the examples (I'm using Windows 8.1). Any suggestions are welcome.

Fatal Error upgrading Adobe Director Movie from Version 10 to 11.5

So, i'm loading an old project to do some updates. The project has been upgraded a few times in the past without issue. However, upgrading to 11.5 is producing the dreaded error: A Fatal Error Has Occurred. Click OK to Quit.
The next screen produces MS C++ Runtime Error:
Runtime Error!
The app has ... terminated in unusual way... Please contact support team ...
Completely useless error so i'm wondering if anyone has discovered common causes. This project does have an old 3rd party Xtra called MasterApp. However, all the other casts and .dir files upgrade fine when using this Xtra. The only thing unique about the files that fail is they are both over 200mb.
since the error message of director does not help, I would suggest you to try these things to narrow the error:
-Open the files in Director 10 an copy all Cast Members etc into a new file. Try if that helped.
-Remove the xtra fro the files and see if that helps. If it helps, than try to replace - for example by the BudApi-Xtra.
-Does your casts have big media which are not images? Sounds oder Videos for example? I would suggest lokking at them first.
-Try to convert the files on a windows PC.
BTW: Do you have the latest version of D11.5? MayBe there is an update that you can install.
Regards
Arno

Delphi DirectX Component Installation

I have downloaded one DirectX Animation Project from a forum.
When I am trying to load the project in Delphi XE2 I am getting one error message:
“Class TDXDraw” and ” Class TDXDDIB” not found.
Then I load the project ignoring the error message. Again I am getting error message for the following component like “DXDraw1: TDXDraw”, “DXDIB1: TDXDIB” and “Background: TDXDIB”. Hence I have downloaded “DXSDK_Jun10.exe” and installed. But the error is the same.
I think, the error occurs due the DirectX components are not imported in DelphiXE2.
Which components are to be imported and how?
Those look like (un)DelphiX component names. Take a look at http://www.micrel.cz/Dx/index.html for DelphiXE2 support.

Light options for kiwiViewer

Im trying to add light options to kiwiviewer for visualization of medical 3D Models, in my case a surface model of a head.
I cant find a starting point for hours becouse when I delete all glsl shaders I still get the console output "INFO: Compiling shaders:" without error and the View with the 3D Model displaying correctly
I would appreciate any help.
Manuel
At build time, each shader is encoded into a cpp file and compiled into the library named libvesShaders.a. If you modify a shader, but do not recompile the library and relink the application, the app will continue to operate with the previous version of the shader.
If you want to avoid the recompile step, you could create a new shader file and add it to the xcode project so that the file is packaged with the app. Then read the shader source from the file on the iOS filesystem at runtime.
You might want to try the VES mailing list for VES and KiwiViewer questions in the future.

Resources