Jon
22-10-2005 18:39:02
I have build the source distribution with VC7.1 in my own tree, and have things "sort of" running.
However there are differences between my EXE/DLLs and the ones in the binary distribution. I'd like some help determining what I should be looking into.
My build renders the grand_canyon maps with about 4.5M triangles
This happens with either the maps split in my tree, or the maps split in the binary distribution's tree. The binary distribution renders with about 35K triangles.
Now, there are differences in the splitting based on page/tile size in the CFG files. But this isn't the source of the problem. I can copy the cfg and the split maps out of the binary tree into my tree and get the same 4.5M triangle run. I haven't tried to bring my split maps over to the binary distribution, since I am not troubleshooting map splitting at the moment.
It seems clear to me that the binary distribution's map splitting is done well enough for that EXE to run at a reasonable speed. So I'll work with those maps for a bit. And my EXEs and DLLs work equallly wierdly on either set of split maps.
One possibility is that there is something in the built EXE which causes this behaviour. To test this, I copied the EXE and DLLs into the binary distribution tree and attempted to run. I received a bunch of exceptions like:
This seems self-explanatory, except that all I did was copy over EXE and DLL files into the directory. All the cfg files and media files are as they were when running the binary distribution.
So either the binary dist didn't mind these missing resources, or my EXE+DLLs are pulling in gras_02.png. I can't believe that either of these cases are correct.
But if I copy the binary distribution's files (Dagon based) back into that folder, everything runs correctly. Yes, I've triple-checked that only DLL and EXE files are copied.
I would prefer to be using the files I've built from source.
However there are differences between my EXE/DLLs and the ones in the binary distribution. I'd like some help determining what I should be looking into.
My build renders the grand_canyon maps with about 4.5M triangles
![Shocked :shock:]({SMILIES_PATH}/icon_eek.gif)
Now, there are differences in the splitting based on page/tile size in the CFG files. But this isn't the source of the problem. I can copy the cfg and the split maps out of the binary tree into my tree and get the same 4.5M triangle run. I haven't tried to bring my split maps over to the binary distribution, since I am not troubleshooting map splitting at the moment.
It seems clear to me that the binary distribution's map splitting is done well enough for that EXE to run at a reasonable speed. So I'll work with those maps for a bit. And my EXEs and DLLs work equallly wierdly on either set of split maps.
One possibility is that there is something in the built EXE which causes this behaviour. To test this, I copied the EXE and DLLs into the binary distribution tree and attempted to run. I received a bunch of exceptions like:
Error #: 8
Function: ResourceGroupManager::openResource
Description: Cannot locate resource gras_02.png in resource group General..
File: \ogrenew\OgreMain\src\OgreResourceGroupManager.cpp
Line: 501
Stack unwinding: <<beginning of stack>>
This seems self-explanatory, except that all I did was copy over EXE and DLL files into the directory. All the cfg files and media files are as they were when running the binary distribution.
So either the binary dist didn't mind these missing resources, or my EXE+DLLs are pulling in gras_02.png. I can't believe that either of these cases are correct.
But if I copy the binary distribution's files (Dagon based) back into that folder, everything runs correctly. Yes, I've triple-checked that only DLL and EXE files are copied.
I would prefer to be using the files I've built from source.