AntonyCoder
19-04-2006 12:20:03
ight.
We have to rem out Define TIXML_USE_STL otherwise our dll won't compile.
We get two unresolved external symbols, using Code::blocks, VC2003 toolkit and the platform sdk. It compiles perfectly with the line remmed out.
Yet if we rem it out, it compiles yet , yet ofusion is now messed up. The shadows are corrupt and the lighting is all wrong. The only correct thing is the meshes are loaded correctly.
We have a build built using stl on our artist's machine in vc8 and it worked fine, the only change has been remming out stl so I could compile it on my machine. Which is needed since I'm the lead engine coder.
We have to rem out Define TIXML_USE_STL otherwise our dll won't compile.
We get two unresolved external symbols, using Code::blocks, VC2003 toolkit and the platform sdk. It compiles perfectly with the line remmed out.
-------------- Build: Release in iiii ---------------
tinyxml.cpp
tinyxmlerror.cpp
tinyxmlparser.cpp
main.cpp
main.cpp(554) : warning C4518: '__declspec(dllexport ) void ' : storage-class or type specifier(s) unexpected here; ignored
main.cpp(554) : warning C4502: 'linkage specification' requires use of keyword 'extern' and must precede all other specifiers
OgreOSMScene.cpp
tinystr.cpp
Linking dynamic library: Debug\Aurora.mod\OgreMax.dll
Creating library Debug\Aurora.mod\OgreMax.lib and object Debug\Aurora.mod\OgreMax.exp
libcpd.lib(_tolower.obj) : error LNK2019: unresolved external symbol __malloc_dbg referenced in function __Getctype
libcpd.lib(xdebug.obj) : error LNK2001: unresolved external symbol __malloc_dbg
libcpd.lib(xdebug.obj) : error LNK2019: unresolved external symbol __free_dbg referenced in function "void __cdecl operator delete(void *,struct std::_DebugHeapTag_t const &,char *,int)" (??3@YAXPAXABU_DebugHeapTag_t@std@@PADH@Z)
Debug\Aurora.mod\OgreMax.dll : fatal error LNK1120: 2 unresolved externals
Process terminated with status 1120 (2 minutes, 35 seconds)
Yet if we rem it out, it compiles yet , yet ofusion is now messed up. The shadows are corrupt and the lighting is all wrong. The only correct thing is the meshes are loaded correctly.
We have a build built using stl on our artist's machine in vc8 and it worked fine, the only change has been remming out stl so I could compile it on my machine. Which is needed since I'm the lead engine coder.