Occulus Rift DK2 [ALSO: OpenVR]

Materials, textures, lighting, postfx
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89 posts Page 7 of 9
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Mon May 02, 2016 2:36 am
Ahh, cool, ok, am downloading that now.

So, this just gets installed and then Visual Studio will automatically become aware of it? ie. the June 2010 will take over the $(DXSDK_DIR) folder?

And to confirm, this is the environment setup required:

- June 2010 DirectX SDK installed
- Windows SDK 7.1 installed
- Compiling with Visual Studio 2010 (platform toolset set to Windows7.1SDK)
- Stock Torque Dev branch build, just adding in gfx/d3d11 to the project

I will try this before getting back to the OpenVR, just to be sure this works first.

Thanks :)
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon May 02, 2016 2:56 am
Yep that sounds right, i would uninstall the old 2009 DirectX SDK though just in case. Older T3D versions will work fine with the 2010 DIrectX SDK too.
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Mon May 02, 2016 4:10 am
OK, I found out that I actually was already running the June 2010 SDK, I did away with the 2009 a while ago and had forgotten.

So, that's proper anyways :)

I just did a fresh build of a freshly created Dx11 project, using the current T3d_Development github download...

Am working in 64 bit, so I removed the .asm files from the project as usual.

Not adding in any Oculus or OpenVr support, this is just stock.

And I get the same unresolved externals:

1>------ Build started: Project: Dx11Test DLL, Configuration: Release x64 ------
1>../../Link/VC2010.Release.x64/Dx11Test DLL/fileDialog.obj : warning LNK4042: object specified more than once; extras ignored
1> Creating library ../../../game/Dx11Test DLL.lib and object ../../../game/Dx11Test DLL.exp
1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol CreateDXGIFactory1 referenced in function "private: virtual void __cdecl GFXD3D11Device::enumerateVideoModes(void)" (?enumerateVideoModes@GFXD3D11Device@@EEAAXXZ)
1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3D11CreateDeviceAndSwapChain referenced in function "public: virtual void __cdecl GFXD3D11Device::init(struct GFXVideoMode const &,class PlatformWindow *)" (?init@GFXD3D11Device@@UEAAXAEBUGFXVideoMode@@PEAVPlatformWindow@@@Z)
1>gfxD3D11Device.obj : error LNK2019: unresolved external symbol D3DCompile referenced in function "public: virtual class GFXVertexDecl * __cdecl GFXD3D11Device::allocVertexDecl(class GFXVertexFormat const *)" (?allocVertexDecl@GFXD3D11Device@@UEAAPEAVGFXVertexDecl@@PEBVGFXVertexFormat@@@Z)
1>gfxD3D11Shader.obj : error LNK2001: unresolved external symbol D3DCompile
1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DReflect referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DDisassemble referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D11Shader.obj : error LNK2019: unresolved external symbol D3DCreateBlob referenced in function "protected: virtual bool __cdecl GFXD3D11Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3D_SHADER_MACRO const *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D11Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3D_SHADER_MACRO@@PEAVGenericConstBufferLayout@@AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol D3DXDisassembleShader referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorStringA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D9Shader.obj : error LNK2019: unresolved external symbol DXGetErrorDescriptionA referenced in function "protected: virtual bool __cdecl GFXD3D9Shader::_compileShader(class Torque::Path const &,class String const &,struct _D3DXMACRO const *,class GenericConstBufferLayout *,class GenericConstBufferLayout *,class Vector<struct GFXShaderConstDesc> &)" (?_compileShader@GFXD3D9Shader@@MEAA_NAEBVPath@Torque@@AEBVString@@PEBU_D3DXMACRO@@PEAVGenericConstBufferLayout@@3AEAV?$Vector@UGFXShaderConstDesc@@@@@Z)
1>gfxD3D9TextureManager.obj : error LNK2019: unresolved external symbol D3DXLoadSurfaceFromMemory referenced in function "protected: virtual bool __cdecl GFXD3D9TextureManager::_loadTexture(class GFXTextureObject *,class GBitmap *)" (?_loadTexture@GFXD3D9TextureManager@@MEAA_NPEAVGFXTextureObject@@PEAVGBitmap@@@Z)
1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol Direct3DCreate9 referenced in function "protected: static void __cdecl GFXPCD3D9Device::createDirect3D9(struct IDirect3D9 * &,struct IDirect3D9Ex * &)" (?createDirect3D9@GFXPCD3D9Device@@KAXAEAPEAUIDirect3D9@@AEAPEAUIDirect3D9Ex@@@Z)
1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_BeginEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::enterDebugEvent(class ColorI,char const *)" (?enterDebugEvent@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z)
1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_EndEvent referenced in function "public: virtual void __cdecl GFXPCD3D9Device::leaveDebugEvent(void)" (?leaveDebugEvent@GFXPCD3D9Device@@UEAAXXZ)
1>gfxPCD3D9Device.obj : error LNK2019: unresolved external symbol D3DPERF_SetMarker referenced in function "public: virtual void __cdecl GFXPCD3D9Device::setDebugMarker(class ColorI,char const *)" (?setDebugMarker@GFXPCD3D9Device@@UEAAXVColorI@@PEBD@Z)
1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioCalculate referenced in function "public: void __cdecl SFXXAudioDevice::_setOutputMatrix(class SFXXAudioVoice *)" (?_setOutputMatrix@SFXXAudioDevice@@QEAAXPEAVSFXXAudioVoice@@@Z)
1>sfxXAudioDevice.obj : error LNK2019: unresolved external symbol __imp_X3DAudioInitialize referenced in function "public: __cdecl SFXXAudioDevice::SFXXAudioDevice(class SFXProvider *,class String const &,struct IXAudio2 *,unsigned int,unsigned int,unsigned int)" (??0SFXXAudioDevice@@QEAA@PEAVSFXProvider@@AEBVString@@PEAUIXAudio2@@III@Z)
1>../../../game/Dx11Test DLL.dll : fatal error LNK1120: 16 unresolved externals
2>------ Build started: Project: Dx11Test, Configuration: Release x64 ------
2> Dx11Test.vcxproj -> C:\Torque\Torque3D-development\My Projects\Dx11Test\buildFiles\VisualStudio 2010\projects\../../../game/Dx11Test.exe
========== Build: 1 succeeded, 1 failed, 15 up-to-date, 0 skipped ==========


Any ideas what step I may be missing?

Oh and my OS is Windows 7, video card is 2GB Radeon (older but still good). I have Dx11, dxdiag reports version 11 with no issues. Other DirectX11 games work fine. So drivers and environment should be fine for this.

Thanks again for the help, cheers
P
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon May 02, 2016 4:37 am
Are you using cmake or the project generator to create the build files?
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Mon May 02, 2016 4:48 am
Project Generator, I am not familiar with cmake
Timmy
Posts: 308
Joined: Thu Feb 05, 2015 3:20 am
by Timmy » Mon May 02, 2016 5:08 am
Hey bring the convo over here, will leave poor james thread about VR http://forums.torque3d.org/viewtopic.php?f=40&t=473
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Mon May 02, 2016 5:39 am
Yes, back to VR :)

I noticed that the barrel distortion is no longer present now, is that not being called anymore for a reason? Or should it be there?

Because actually through the DK1 without the barrel distortion seems fine, do they correct now without needing the barrel effect?

Thanks :)
MangoFusion
Posts: 50
Joined: Wed Feb 04, 2015 12:00 am
by MangoFusion » Mon May 02, 2016 8:09 pm
@Paul,

Barrel distortion is handled by each respective VR library these days. The HMD will receive the rendered output with distortion applied by the library.
PaulWeston
Posts: 143
Joined: Thu Apr 23, 2015 7:16 pm
by PaulWeston » Tue May 03, 2016 1:07 am
FYI, I got the DX11 compiling with your sample project, I just redid all my include and library paths and this time it worked.

So, that was my bad, it's sorted.

However, when I try to run my Dx11 build (which has AFX + other mods), in dx11 it still crashes on startup while dx9 mode is fine.

I got a debug build running, and the stack trace ends with this error in the lighting system initialization (everything else prior seems ok):

Using Advanced Lighting
D3D11 ERROR: ID3D11DeviceContext::Map: Map cannot be called with MAP_WRITE_DISCARD access, because the Resource was not created with the D3D11_CPU_ACCESS_WRITE flag. [ RESOURCE_MANIPULATION ERROR #2097210: RESOURCE_MAP_INVALIDMAPTYPE]
..\..\..\..\..\Engine\source\gfx\D3D11\gfxD3D11IndexBuffer.cpp(97,0): {Fatal} - GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer.

Any ideas?

I posted this in the DX11 thread as well, not sure if this is VR or DX11 issue.

So, we can ignore the console warnings for the barrel distortion stuff?

Thanks again for your help
P
Hebblewhite
Posts: 18
Joined: Fri Mar 13, 2015 11:42 pm
by Hebblewhite » Sun May 08, 2016 4:27 pm
Any updates on a possible Binary ? :)
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