Build error

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AustinLxm
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Build error

Postby AustinLxm » Sat May 07, 2016 20:36

First time use CEGUI, I got build error when I try to build in DEBUG or RELEASE mode. Please help me to fix problem. Thank you.
Here is the errors:
Severity Code Description Project File Line Suppression State
Error C2323 'operator new': non-member operator new or delete functions may not be declared static or in a namespace other than the global namespace D3DX11Effects C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc\d3dxGlobal.h 667
Severity Code Description Project File Line Suppression State
Error C2323 'operator delete': non-member operator new or delete functions may not be declared static or in a namespace other than the global namespace D3DX11Effects C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc\d3dxGlobal.h 673

total 14 errors in DEBUG mode, they are all Error C2323 'operator new or delete' and 28 same errors in RELEASE mode.

YaronCT
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Re: Build error

Postby YaronCT » Sat May 07, 2016 20:52

AustinLxm: Unfortunately, building the Direct3D 11 Effects indeed fails. I think it's a problem that started in Visual Studio 2015 Update 2. I'm aware of the problem and we'll need to c what we do about it.

In the meantime, you can disable building the Direct3D 11 Effects by setting the CMake option "CEGUI_BUILD_EFFECTS11" to "OFF" when building the cegui dependencies package. Unfortunately this means u won't b able to build the cegui Direct3D 11 renderer for now. Sorry.

YaronCT
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Re: Build error

Postby YaronCT » Sat May 07, 2016 21:15

To solve the problem we'll have to copy the direct3d 11 effects source into our cegui dependencies package, and try to solve the build errors there. I don't c another solution, unless we can somehow get rid of the dependency of the direct3d 11 enderer on the direct3d 11 effects in cegui branch "v0-8".

AustinLxm
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Re: Build error

Postby AustinLxm » Sun May 08, 2016 16:12

So, can I download the project which already build success then use its library?

YaronCT
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Re: Build error

Postby YaronCT » Sun May 08, 2016 16:15

AustinLxm: my previous msg was directed to the cegui developers. For now, you'll have to disable building Direct3D 11 Effects as I explained to u earlier.

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Ident
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Re: Build error

Postby Ident » Wed May 11, 2016 06:30

I programmed the Direct3D11 Renderer on default branch (CEGUI 1.0), which does not depends on the effects library anymore. Backporting would be possible, if anyone would be up for it.
CrazyEddie: "I don't like GUIs"

YaronCT
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Re: Build error

Postby YaronCT » Wed May 11, 2016 06:44

Ident: Well, it seems like a critical problem to me. how much work do u think it requires to backport it? And what do u think about my other suggestion - to copy the direct3d 11 effects source into our cegui dependencies package, and try to solve the build errors there. If there's a license issue we can copy the source of the Direct3D 11 Effects to another directory and patch the code there.

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Ident
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Re: Build error

Postby Ident » Wed May 11, 2016 16:34

Less than a day of work for an advanced programmer. The 0.8.X dependencies package won't be changed. I don't remember the details.
CrazyEddie: "I don't like GUIs"

YaronCT
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Re: Build error

Postby YaronCT » Wed May 11, 2016 16:39

Ident: I'm not talking about really "changing" the deps package, just patching it to make it build. Even the most subtle and stable systems in the world, like debian stable, which is used for the most sensitive servers, applies a patch when it's really necessary. Simply saying "we can't touch the deps package coz it's the wholly bible" is not a real argument, sorry.

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Ident
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Re: Build error

Postby Ident » Wed May 11, 2016 16:46

Send a mail to the team, it was originally not my statement.

That said, removing the effects library is a much better option. It is totally unnecessary.
CrazyEddie: "I don't like GUIs"

YaronCT
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Re: Build error

Postby YaronCT » Wed May 11, 2016 16:50

I keep forgetting I should wait 15 minutes b4 reading your msgs :wink:

Ok, we'll have to think about it. I've opened a critical issue on BitBucket anyway.

YaronCT
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Re: Build error

Postby YaronCT » Wed May 11, 2016 16:51

And I know it's not your statement..

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Ident
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Re: Build error

Postby Ident » Wed May 11, 2016 17:15

Please always link the issue or people won't look at it... This goes both ways (issues should link to forum threads/posts)

https://bitbucket.org/cegui/cegui-depen ... ects-fails
CrazyEddie: "I don't like GUIs"

YaronCT
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Re: Build error

Postby YaronCT » Wed May 11, 2016 18:07

You're right.. I'll always do that from now on.

YaronCT
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Posts: 448
Joined: Fri Jun 19, 2015 12:18
Location: Kiryat-Bialik, Israel

Re: Build error

Postby YaronCT » Wed May 11, 2016 18:08

But only if u swear to always add another msg and not edit your original msg :lol:


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