Unable to load DLL 'OgreBindings': The specified module...

ElectricBliss

30-03-2006 09:15:39

My friend and I have been working on this for days now and still no joy. OgreNotNet has been one of the most frustrating programming experiences I’ve ever had.

I’m creating this post in the hopes that someone might be able to show where I’m going wrong. I’m on the ropes and am about to give up and go with Axiom. (I was able to get Axiom up and running in the first hour.) But this has been hell with the dlls.

My current situation:

Win XP Pro, .NET 2.0, DirectX Feb 2005 SDK, VS Express 2005 C++ and C#, Microsoft Platform SDK Server 2003

Used TortoiseCVS to checkout ogreaddons/ogredotnet and put the sandbox in: c:\Ogre\ogreaddons\ogreaddons\ogredotnet

Downloaded and installed OgreSDKSetup1.2.0_RC1_VC80.exe to c:\OgreSDK

Downloaded swig and put it in c:\Program Files\swigwin-1.3.29

Created an Environment variable, name: SWIG_HOME, value: C:\Program Files\swigwin-1.3.29

Opened C:\Ogre\ogreaddons\ogredotnet\OgreDotNet.sln with VS C++ 2003

Removed GangstaBindings, as it never seems to work.

Right-clicked on CeguiBindings.i and chose Compile.
Right-clicked on OgreBindings.i and chose Compile.
Right-clicked on OgreBindings_Cegui.i and chose Compile.

Closed VS C++ 2003.

Opened C:\Ogre\ogreaddons\ogredotnet\OgreDotNet.sln with VS C++ 2005

Went through the Visual Studio Conversion Wizard

Closed VC++

Opened C:\Ogre\ogreaddons\ogredotnet\OgreDotNet.sln with VS C# 2005

Went through the Visual Studio Conversion Wizard

Built the release version of Math3D, OgreDotNet, and CeguiDotNet.

Copied the files it created from C:\Ogre\ogreaddons\ogredotnet\Bin\Release to C:\OgreSDK\bin\release

Created a new Console App in VS C# 2005.

Added C:\OgreSDK\bin\release\OgreDotNet.dll to the references


Here is the code:


using System;
using OgreDotNet;

namespace OgreTry5
{
class MyApp : ExampleApplication
{
protected override void CreateScene()
{
Console.WriteLine("test");
}

[STAThread]
static void Main(string[] args)
{
using (MyApp app = new MyApp())
{
app.Start();
}
}
}
}



The thing errors out with: “A first chance exception of type 'System.TypeInitializationException' occurred in OgreDotNet.dll”

So I find, in the InnerException this: {"Unable to load DLL 'OgreBindings': The specified module could not be found. (Exception from HRESULT: 0x8007007E)"}

Okay, so I must assume that OrgeBindings must be compiled in C++. (But this is never mentioned in the wiki.)

So I start building OrgeBindings in VSE C++ 2005.

The compiler errors out with this: c:\ogre\ogreaddons\ogredotnet\ogrenet\Initialiser.h : error C4335: Mac file format detected: please convert the source file to either DOS or UNIX format

[Need I mention that this is a TOTAL DRAG, as the build takes a long time. Then the build has to start over again after you convert each file. Good god, is there any way to tell the compiler to auto-convert them???]

So I have to double click the error, convert, then rebuild, over and over and over again. Is this what you guys are doing? Please tell me there is an easier way…

Here is the list of Mac files:

c:\ogre\ogreaddons\ogredotnet\ogrenet\Initialiser.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\EventHandler.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\GpuProgramExt.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\MovableObjectExt.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\KeyFrameExt.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\StaticGeometrySubClassProxies.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\SimpleRenderableDirector.h
c:\ogre\ogreaddons\ogredotnet\ogrenet\Line3D.h

Now I copy the dlls that it made:

OgreBindings.dll
CeguiBindings.dll
OgreBindings_Cegui.dll

To C:\OgreSDK\bin\release

Now I rebuild my test app and run it… I get the same error as before: “A first chance exception of type 'System.TypeInitializationException' occurred in OgreDotNet.dll”

The InnerException contains this: {"Unable to load DLL 'OgreBindings': The specified module could not be found. (Exception from HRESULT: 0x8007007E)"}

I put it in the same directory as the others: C:\OgreSDK\bin\release? Where is it looking for OgreBindings? Can’t seem to add it to the project either…

I get the same errors trying to get the demos to run too.

The OgreSDK in C++ 2005 works perfectly and all the demos run. It’s just OgreDotNet that doesn’t work.

I use C# because you don’t have to be a demi-god just to use it. But to get OgreDotNet to work you have to be Zeus himself! Is there anyone above mere mortal here who can help?

Sincerely,

EB

alberts

30-03-2006 11:06:34

To develop a C# Ogre application I create a new blank solution and copy all the .dll files generated (including the bindings ones) into the \bin\debug directory of the new project. I copy into the same directory all of the files (*.dll, *.cfg,…) in $OGRE_SDK\bin\debug directory. Then, I add a reference in the project to the following .dll files: CeguiDotNet, Math3D, OgreDotNet and OgreDotNet.Cegui.

If you are working with the examples provided, you have to copy the $OGRE_SDK\media directory into the new project one too (the media directory should be at the same level of the bin directory). If you don’t do this properly your application will produce an error while trying to create the resource group bootstrap (see the msdos console).

I think that you can also copy manually the result of your project to the $OGRE_SDK\bin\debug directory and run from there, but I'm not sure on these :(

ElectricBliss

30-03-2006 11:28:20

alberts,

I can't thank you enough... Your information was perfect.... I wanna give you a big fat sloppy kiss.

Seems so simple now. But you know how that goes...

Thanks again... I hope to, one day, help someone in return.

You just saved me a lot of grief!

Sincerely,

EB

EagleEye

30-03-2006 20:04:53

I really hate to do this, but I just have to point out that ALL of this information is in the WIKI page.

Post-Build Notes

Once the OgreDotNet DLLs are created, they should all have been automatically moved to the main OgreDotNet\bin\debug folder. To use these DLLs in a .NET project they must be in the same folder as the Ogre SDK DLLs (ie: C:\OgreSDK\bin\debug\). Copying the OgreSDK DLLs to the OgreDotNet\bin\debug folder won't work, since Ogre may refer to other reference folders in the OgreSDK directory structure using relative paths (ie: ..\..\media\). For this reason, it's best to move the OgreDotNet files to the Ogre SDK, instead of the other way around.

Once this is done, you are ready to use Ogre (via OgreDotNet) in your C#/VB.NET project!
[edit]
Using the OgreDotNet Wrapper in your project

The scope of this section is not, in itself, how to use Ogre. Those topics can be found elsewhere.

Setting up your project is rather easy.

Visual Studio:

* Create a Console Application
* Under the project's References, add the OgreDotNet DLLs
o OgreDotNet.dll
o OgreDotNet.CeguiRenderer.dll
o CeguiNet.dll

ElectricBliss

30-03-2006 23:26:53

Oh, you must be Zeus...

I guess this must be part of your noob prevention policy. Write vague instructions then insult people who are having trouble getting started. There is nothing helpful in your remark EagleEye.

What you said implies either, that I didn’t read the wiki, or that I’m not intelligent enough to understand it. That’s fine, I can handle insults, but I expect more from a moderator.

Seems as though you’re more interested in defending your instructions than upgrading them… shame…

How can you say, "ALL this is in the wiki" when it’s not?

What line number of the wiki does it say you need to compile the bindings dlls?

Where in the wiki does it say you have to convert the projects to vs 8?

In the wiki you say, "it's best to move the OgreDotNet files to the Ogre SDK". I see nothing in there about moving the dlls to your project’s bin/debug dir. I was following instructions and put them where you said, "in the Ogre SDK".

In the wiki you say, "Ogre may refer to other reference folders in the OgreSDK directory structure using relative paths (ie: ..\..\media\). For this reason, it's best to move the OgreDotNet files to the Ogre SDK". Says nothing about copying the media dir into your project at the same level as the bin dir.

These are critical steps that have been left out. Alberts seems to know how to explain it to us mere mortals. Instructions aren’t supposed to be for the gods only for the noobs.

Why insult those who are lesser than you? There’s no virtue in whipping the weak.

Sincerely,

EB

Oh, and btw, I'll have other stupid noob questions to ask. So please, helpful answers only, and if the question is too motral for you then save your time and move on to the next.

alberts

31-03-2006 00:32:40

I'm happy to know that there is another ODN working member. Don't worry about your initial problems. I was in the same situation five months ago! :D

The way of setting up a project that I use is slightly different that the one described by eagleEye in the wiki. I copy the Ogre files that I need to my project and he (as many other people) copy all the ODN needed files to Ogre directory and then reference them in his projects. I see it like a "find the path to .dll" game :)

You have also encountered more problems because the wiki explanation is made for VS2003 (one solution make all the ODN dlls). If you use VS2005 Express you have to deal with two differents solutions (c++/c#).

Now that you have ODN working you can try the other way (and update the wiki with your comments) :wink:

EagleEye

31-03-2006 06:13:07

ElectricBliss:

I am sorry if I insulted you. I honestly don't see how you could possibly take such offense, and I certainly didn't deserve the resulting reply by you.

I did see in your initial post that you were following the instructions in the Wiki page. What Alberts told you to do was, at best, a rewording of what the wiki page says. He tells you to move all of the DLLs and other files in to your project's output directory, whereas the wiki says to simply put them all in the same folder (the Ogre SDK bin folder)... it really doesn't matter as far as I know... if you reference the files from Visual Studio, it will copy the referenced files.

Seems as though you’re more interested in defending your instructions than upgrading them… shame…

And see, here you come firing at me with both barrels.

If there is a deficiency in the documentation, I'm all for fixing it. Keep in mind, it's a wiki, so YOU can edit it as well. Anyone here can. If you find something specific to your situation, feel free to post it!

How can you say, "ALL this is in the wiki" when it’s not?

Excuse me, but if I understand your original post correctly, you were saying that the wiki doesn't say anything about OgreBindings.dll or how to create it? I'm certain it does...

Okay, so I must assume that OrgeBindings must be compiled in C++. (But this is never mentioned in the wiki.)

Go to each of the *bindings projects (CEGUIbindings, OgreBindings, etc...), find the .i file named after the project (ceguibindings.i, ogrebindings.i, etc...), right click on them, and select "compile".

They aren't compiled in C++. They are .i files that are used by SWIG to generate the CS files. The CS files are C# files that are compiled with your C# compiler. C++ should never play a part in this.

What line number of the wiki does it say you need to compile the bindings dlls?

http://www.ogre3d.org/wiki/index.php/Og ... otNet_DLLs

Page down... It's right under how to set up the environment variables... and I quoted it above.

It's a pretty straight-forward process. In fact, I think we have it all set up now so if you simply load the OgreDotNet solution, it has the build order set up so that the *bindings.i files are compiled (so SWIG is run) prior to trying to build the .DLLs... All you SHOULD have to do is open the solution file and BUILD it.

What to do with those built files afterwards was the cause of your other problems. As mentioned in the wiki, you have to put the DLLs built by ODN in to the same folder as the Ogre SDK DLLs. Some people will reference the ODN DLLs in that folder, others will copy ALL of the files (Ogre and ODN) to their project's output folder... that part of the wiki page may need to be updated, because that's where I ended up putting them all anyway. It's just more convenient for me...

Where in the wiki does it say you have to convert the projects to vs 8?

It doesn't. I'm using VS7.1... We have had very few people using VS8 so far, but if it's required, so what? The .SLN file included on the CVS are for 7.1, and converting them is a simple process that shouldn't be a problem, and I would honestly expect this step to be taken for granted as something that should be done if you have a more recent version.

In the wiki you say, "it's best to move the OgreDotNet files to the Ogre SDK". I see nothing in there about moving the dlls to your project’s bin/debug dir. I was following instructions and put them where you said, "in the Ogre SDK".

In the wiki you say, "Ogre may refer to other reference folders in the OgreSDK directory structure using relative paths (ie: ..\..\media\). For this reason, it's best to move the OgreDotNet files to the Ogre SDK". Says nothing about copying the media dir into your project at the same level as the bin dir.

These are critical steps that have been left out. Alberts seems to know how to explain it to us mere mortals. Instructions aren’t supposed to be for the gods only for the noobs.


Like I said, that may need to be updated... However, and I hate to say this, but there have been many people before you that had no problems with these instructions. If there were problems with them, there have been ample opportunities to modify them. As I said, it's a wiki page... anyone can edit it. If others had problems, they could have mentioned it here or edited the wiki page themseles. I'm not dead set on defending "my" documentation... I'm simply not that arrogant to think that it's perfect. HOWEVER, the tone of your initial post was confrontational and pissy to begin with. All I did was point out exactly where your answer was.

Something else you should know... in projects like this, you are expected to be able to figure out stuff on your own to a certain small extent. If a step takes you 80% of the way there, you're expected to experiment and research to try to make it work.

You are using VS2005 Express, right? The wiki page was written for use with VS2003. Don't blame me for it not having specific instructions that pertain to your situation. Expect the instructions to not fit your situation perfectly, and expect to have to adapt and use a little creativity and deductive reasoning. Your attitude was one of "I want everything handed to me." That's simply not going to happen, even though we try our hardest to get you most of the way there.

Why insult those who are lesser than you? There’s no virtue in whipping the weak.

Whoever said you're lesser than me? I don't know you. I also don't hold myself above anyone here in any sense other than I've been put in a position to help people with this project, and help keep this project on track, properly documented, and organized. I'm not "better" than anyone here at all. My reply was not insulting, even though you took it that way... but your reply to me certainly was. Accusing me of having some sort of god complex? Come on...

Oh, and btw, I'll have other stupid noob questions to ask. So please, helpful answers only, and if the question is too motral for you then save your time and move on to the next.

It sounds to me like you've come in here with a pre-concieved notion that we are going to be in your face and "high and mighty". I understand that, because a LOT of forums for open source projects are like that. The problem is, as a result of this notion of yours, you've come in prepared to be confrontational... and you're seeing insult where there is none.

Try to calm down a bit...

EagleEye

31-03-2006 06:30:12

By the way...

I can see how my reply can be taken as kind of dismissive; ignoring your trials and troubles... For that I'm sorry.

ElectricBliss

31-03-2006 08:49:20

EagleEye:

It seems as though our relationship has gotten off to a bad start. I accept responsibility for that, as I came to the forum with yes, a “pissy” attitude. I had just spent over 20 hours getting my ass kicked and was frustrated to the point of anger. I should have cooled down before posting my question.

After reading your post I felt insult-to-injury and responded as such.

I’m not writing this post to complain, or to argue with you, or anyone else, I am only posting so that me, and other 2005 users, can figure this out. Because, as I have hind-site to tell, it looks like the wiki is made for 2003.

I don’t expect there to be support, or documentation, for 2005, or 2003, or any other platform. I understand that this is a free app for advanced programmers. I’ve never asked for a free lunch… NEVER! I simply stated that the instructions weren’t working.

Yes in a frustrated attitude… but I never stated, nor do I have the attitude that, “I want everything handed to me." That was a crappy thing to say EagleEye. Its statements like that that make people feel like you’re being condescending.

I assumed that the wiki instructions were up-to-date. If they aren’t, and I’m allowed to update them, then I will make a 2005 install process section up there.

Now, I hate to say this, but you are making a lot of assumptions about the vs8 install that just aren’t accurate. If you really want to understand what I experienced then get a copy of VSE 2005 and try to follow those wiki steps. Only then will you know for sure...

He tells you to move all of the DLLs and other files in to your project's output directory, whereas the wiki says to simply put them all in the same folder (the Ogre SDK bin folder)... it really doesn't matter as far as I know... if you reference the files from Visual Studio, it will copy the referenced files.

As far as I know, it does matter (but it shouldn’t), because it doesn’t work in vs8 when you put those dlls in the Ogre SDK bin folder. Now, I don’t know if it’s a paths issue or if it’s that the debug version of the dlls don’t work. (because they don’t)

Excuse me, but if I understand your original post correctly, you were saying that the wiki doesn't say anything about OgreBindings.dll or how to create it? I'm certain it does...

It certainly does not! AFAIK SWIG only creates the .cs files. It doesn’t create OgreBindings.dll. And if, right-clicking the .i files to compile the .cs files somehow magically creates the *Bindings.dll files then were does it put them?

They aren't compiled in C++. They are .i files that are used by SWIG to generate the CS files. The CS files are C# files that are compiled with your C# compiler. C++ should never play a part in this.

I could be totally wrong here and the *Bindings.dll files are created with SWIG but you *must* use C++ to compile the *Bindings.dll files, as c# doesn’t create the *Bindings.dll files. Correct? Or am I missing something here?

simply load the OgreDotNet solution, it has the build order set up so that the *bindings.i files are compiled (so SWIG is run) prior to trying to build the .DLLs... All you SHOULD have to do is open the solution file and BUILD it.

That would have been real nice… but the OgreDotNet solution is really fouled in 2005. Just install 2005 and check it out. I’m not expecting you to have it working in 2005… I was just assuming that it did… just like you are.

HOWEVER, the tone of your initial post was confrontational and pissy to begin with. All I did was point out exactly where your answer was.

Point taken, yeah I was pissed, but your post did not show me EXACTLY where my answer was.

The wiki page was written for use with VS2003. Don't blame me for it not having specific instructions that pertain to your situation.

I wasn’t blaming you for that; I was blaming you for your condescending, dismissive attitude.

Now, with that said, I would like to progress to a more productive interface with you EagleEye. I know that you spend a lot of your personal time on this project and I am honestly grateful to you man.

I take responsibility for starting this exchange in a bad mood and for that I apologize.

I will continue to try and find a way to make this thing work in vs8, will contribute to the wiki, and, hopefully, contribute some tutorials.

I trust that we can put this misunderstanding to rest and move on with our endeavor to learn, and further this wonderful beast. Together or not…

BTW, what I have gotten to work, looks damn good… thanks guys.

Peace,

EB

ElectricBliss

31-03-2006 09:07:53

Albert:

I want to thank you again for your help the other day. I was getting beaten-up pretty badly and you came in and backed me up… thanks man. I’ll keep an eye out for your posts and maybe I can return the favor some day.

I'm happy to know that there is another ODN working member. Don't worry about your initial problems. I was in the same situation five months ago!

Thanks for your encouraging words, I haven’t given up yet… in partial thanks to you! Once I get going I will be one hell of an ODN working member… I’m happy to know there are members like you willing to help.

The way of setting up a project that I use is slightly different that the one described by eagleEye in the wiki. I copy the Ogre files that I need to my project and he (as many other people) copy all the ODN needed files to Ogre directory and then reference them in his projects. I see it like a "find the path to .dll" game

You aren’t kidding about that… I found the resources.cfg file and that shed some light on the media dir pathing. ‘Ol EagleEye would be justified in telling me to RTFM on that one, but he is being relatively cool about it.

You have also encountered more problems because the wiki explanation is made for VS2003 (one solution make all the ODN dlls). If you use VS2005 Express you have to deal with two differents solutions (c++/c#).

Okay… so either EE is incorrect or *both of us* don’t know what we are doing… Somehow I think it the former. If he would just install 2005 he would be in a better position to tell us what is, and what is not.

Now that you have ODN working you can try the other way (and update the wiki with your comments)

I can’t wait… ODN looks very cool, thanks to the Ogre team, EE and RM.

Maybe I’ve found some joy after all…

Sincerely,

EB

PS: This forum interface rocks!

EagleEye

31-03-2006 10:02:51

Okay, now we're getting somewhere...

ElectricBliss:

The *Bindings projects in the solution actually DO produce DLL files... they're the core of the wrapper. If I'm not mistaken, SWIG uses the .i files to create the .cs files, and at the same time it creates a .cxx file (like CeguiBindings_wrap.cxx) and compiles that in to the *bindings.dll file for that project.

The post-build event copies that .dll file to the main output directory... what I'm confused by is if your swig is creating the .cs files, it should also be doing the rest of it... creating the .cxx file, compiling it, and then copying the resulting *bindings.dll to the right folder...

................

Oh... wait a minute... aw hell... I never even noticed this until now...

The icons for the Bindings projects have a little yellow "++" on them... the rest of them have a little green # on it... I guess we know what that means. :) It DOES use C++ for the Bindings projects.

It was all seamless for me, so I never even noticed... Hell, I've even looked through the .cxx files, but it looks a lot like C# so I never even noticed that it was C++. (It's been 12 years since I seriously worked with C++... soooooo.)

Still, building the Bindings projects should compile that .cxx file in to the bindings.dll file for that project... I'm guessing that VS2005 Express is pretty stripped down or something? If it's that dramatically different, then the documentation really needs to reflect that.

Hell, we should also have build instructions for Mono (the Linux C# IDE), but that's another topic entirely. :)

Now, as far as where the DLLs go... When I wrote the Wiki page, it was early on in the development of ODN... things have changed, and my understanding of how it all works has changed. Maleficus actually helped me draft that part of it, because that's how he intended for it to work...

If I remember correctly, we even had a conversation about it being better to just copy all of the Ogre SDK DLLs, as well as the media folder for Ogre, the ODN files, etc... all of it in to the project's output folder. You'd then have to revise the resources.cfg to correct the relative paths and such... so yeah, that part of the Wiki page needs some tweaking... *sigh*... too much crap to keep straight. :)

I trust that we can put this misunderstanding to rest and move on with our endeavor to learn, and further this wonderful beast. Together or not…

Done. :) It's just that you're the 2nd person to accuse me of having a god complex in the past week or so... *sigh*... it kinda raised my ire up. :)

alberts

31-03-2006 13:26:58

I'm guessing that VS2005 Express is pretty stripped down or something? If it's that dramatically different, then the documentation really needs to reflect that.

In fact, the main problem in setting up ODN with the "Express" edition of VS2005 is that you are not allowed to have c# and c++ projects at the same solution.

ElectricBliss

31-03-2006 13:29:59

EagleEye:

This is excellent!

Your observations have given me some *real* food for thought.

I've been working on a step-by-step for VSExpress 2005. But it is late here too. I'll update you on what I find out tomorrow.

Thanks for your help EagleEye... I looks like you've been working hard to find out what's going on and I respect that. Especially after all the work you've *already* put in.

It's just that you're the 2nd person to accuse me of having a god complex in the past week or so... *sigh*... it kinda raised my ire up.
ROFLOL... I think we're going to get along just fine.

Sincerely,

EB

ElectricBliss

31-03-2006 13:39:35

In fact, the main problem in setting up ODN with the "Express" edition of VS2005 is that you are not allowed to have c# and c++ projects at the same solution.

This is an excellent point Albert. That seems to be the biggest problem with the "Express" ed.

But, alas, us poor chumps have to make due with what we can get. :wink:

But hey, the improvements in speed alone make .NET 2.0 the target for me. And the new IDE is superb. I think they finally got it right. Everyone who hasn't tried it is missing out... big time. And it's FREE! [Can hardly pass up that offer!]

Sincerely,

EB

EagleEye

31-03-2006 17:28:53

Maybe the solution (pardon the pun) then is to make a few VS2005Express solution files... one for the C++ solutions, and one for the C# solutions... :-/

ElectricBliss

02-04-2006 02:26:15

I’ve been working hard at getting ODN to work in Express ed and was successful a few nights ago. Unfortunately I haven’t been able to reproduce this…

I am beginning to wonder if there is a required build order for the projects. (I know that Math3D should be first but how about the others?) This thing is driving me nuts because I *know* for certain that it *is* possible to get ODN working with Express.

I have been working on a step-by-step guide. I haven’t posted it yet, as I want to make sure I can reproduced the working version with them before I post. So far I haven’t been able to…

I will post the steps after I try one more time. If it fails again I will post the error with the steps and maybe someone can help.

I stopped on the step-by-step for a while to get some joy with my working version… and everything seems to be good. Ogre looks like its going to be great FUN!

make a few VS2005Express solution files... one for the C++ solutions, and one for the C# solutions...

This is a great idea… were you looking for volunteers or do you take care of that kind of thing?

Sincerely,

EB

Robert Isele

02-04-2006 04:29:37

I am beginning to wonder if there is a required build order for the projects. (I know that Math3D should be first but how about the others?)

yeah, Math3d should be first, because OgreBindings and OgreDotNet depend on it (CeGui stuff, too)
I just checked the dependenies with VS2005 Prof. You could use the following build order:
1. Math3D
(The following needs the swig stuff compiled)
2. OgreBindings (depends on Math3D)
3. OgreDotNet (depends on Math3D & OgreBindings)
if you need the CeGui, additionally:
4. CeGuiBindings (which, according to the solutionfile, doesn't depend on anything, but this is propably an error)
5. CeGuiNet (depends on Math3D & CeGuiBindings)
6. Demos...

make a few VS2005Express solution files... one for the C++ solutions, and one for the C# solutions...

I think this is a bad idea. Reason: First, you would need to compile the c# solution , but only the Math3D project. (If you try to compile the whole solution, OgreDotNet will throw an error, cause it depends on OgreBingings)
After that you'll need to compile the C++ project
And finally you ll need to compile the the C# project again.
In my opinion this is very errorprone

Couldn't you just open every single project file and compile them one by one respecting the correct order? (C# project: *.csproj C++ *.vcproj)
We could post the correct order on the wiki into the VisualStudioExpress paragraph.

ElectricBliss

02-04-2006 05:40:39

Robert Isele:

Thanks for that build order. I’ll be sure to try it in my next attempt.

I think this is a bad idea. Reason: First, you would need to compile the c# solution , but only the Math3D project. (If you try to compile the whole solution, OgreDotNet will throw an error, cause it depends on OgreBingings)
After that you'll need to compile the C++ project
And finally you ll need to compile the the C# project again.
In my opinion this is very errorprone


You see… in the Express ed. You have no choice. You still have to switch back and forth because you can’t compile a c++ project in Visual C# Express… and, likewise, you can’t compile a c# project in Visual C++ Express. Matter-of-fact, the projects won’t even load in with the solution.

I’m sure all you guys have either VS Pro or VS Enterprise… but I only have the free express versions (as I’m sure many others will soon to) I’m not asking the ODN team to cater to us poor developers but having two separate solutions would make it so that we don’t have to click the ok button a zillion times when opening the solution.

I think that having two separate versions (one for express and one for pro, ent, etc.) might be too much to ask from the ODN team. I really don’t care, as I can work around this, but it might make it easier for poor noobs to get ODN going.

Okay… I finally have some time to make another attempt… hehe

Sincerely,

EB