DirectX 11 support (Windows SDK Version)

Expanding and utilizing the engine via C++.
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stevel
Posts: 11
Joined: Thu Mar 19, 2015 12:15 am
by stevel » Wed Dec 14, 2016 10:14 pm
Not sure why I am finding this so hard to resolve, but I am having trouble figuring out which version of d3dcompiler_47.dll to include when testing our project. It's based on 3.10, and I need to support DirectX 11. Basically I think I just need to know which version of the windows SDK to download so I can grab the right version of the d3dcompiler_47.dll file.

If it matters, the specific problem I am having is D3DReflect returning an invalid argument error. I am pretty sure this is because I have the wrong version of the .dll included.

If someone could let me know which version of the windows SDK I need, or set me straight if I am totally off base, I would appreciate the help.

Thanks,
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Wed Dec 14, 2016 10:44 pm
you need d3dcompiler_43.dll which is from the old june 2010 dx sdk. You can double check it with this http://www.dependencywalker.com/
stevel
Posts: 11
Joined: Thu Mar 19, 2015 12:15 am
by stevel » Wed Dec 14, 2016 10:58 pm
Unless I am missing something, that's the DLL necessary for DX9. I'm trying to find out what I need to include to support DX11.
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Wed Dec 14, 2016 11:04 pm
No it's for both d3d9 and d3d11.
stevel
Posts: 11
Joined: Thu Mar 19, 2015 12:15 am
by stevel » Wed Dec 14, 2016 11:20 pm
I'll give that a try. Thanks for the response.
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Wed Dec 14, 2016 11:24 pm
All good, this will be changing in the next version and using the Windows SDK.
stevel
Posts: 11
Joined: Thu Mar 19, 2015 12:15 am
by stevel » Thu Dec 15, 2016 1:46 am
Thank you Timmy! I had messed up my project, thinking that as I was trying to support DX 11, the dependency on the older DLL was transitioned to the newer one. As you pointed out, I was wrong. Back up and running now.
Thanks again,
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Thu Dec 15, 2016 1:59 am
Yeah in short the requirement for the old june 2010 dx sdk was kept because the d3d9 gfx device is using a lot of d3dx functions that microsoft have removed when they released the windows sdk and merged the dx sdk into, since d3d9 is going to be removed in the next version, it was a waste of time changing the d3d9 gfx device to not use the d3dx functions.
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