The DK1 already works fine with my existing T3D build, which is based on 3.7.
I am planning to build a new EXE that will support the DK2/CV1, and include both EXE files with my distribution.
*** So my problem relates only to this new build I am doing using 3.8 and your OpenVr/DX11 Branch. ***
I have the DX11 code all integrated and it builds fine, but it crashes immediately on startup if I choose D3D11 as the video driver in the Options screen.
How are you all able to run DX11, if it crashes immediately? I have all the engine code merged correctly, and my game folder is updated with the latest shaders and the core directory, the game loads fine and runs great with DX9 video option set, but for DX11 it just crashes.
The console log clearly shows that when in DX11 it is not enumerating the supported video modes, comapred to DX9 where it gets past initialization fine. There must be something I missed somewhere, but I have no idea where. And since there are no errors and DX9 works fine, I am stumped.
Thinking it may be my project, I started a whole new project using the openvr repo download, but it won't compile for me, I get a bunch of unresolved externals.
Sigh, frustrated I have been using T3D for years now and consider myself to be a medium-level programmer, I have done dozens of mods and resources in my engine code without issue, but this DX11 appears to have no help or guidance or steps to take in order to get it working. I was hoping for some help.
Is there a DX11 thread somewhere that is useful and contains steps, etc to get it working? I can't find anything useful here to help me.
Is it supposed to be as simple as just including the DX11 folder under GFX, and then compiling? Because like I said that just crashes for me when I choose DX11 in the video options. Would like to test in the openvr build, just in case it is something with my project, but the openvr build does not compile for me, I get unresolved externals that I can't figure out.
Thanks in advance for any guidance you can provide.