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Great stuff. I've pushed one more commit to trigger_sound_build_cmake to make the location of the Orbiter build directory a user macro in the XRSound-lib-linktest project. I had to do this because my build directory is set up differently, outside the source directory (I prefer to contaminate my...
Still no luck compiling D3D9Client, and getting more confused ....
Is there a readme that explains the steps to compile, including prerequisites that need to be installed?
I installed the DirectX End-User Runtimes (June 2010) package. Do I also need to install any NVidia SDK stuff?
Should this...
Ok, I tried to build XRSound-lib-linktest. Six of them linked successfully. The two that failed were Release-with-OrbiterDebug (x86 and x64) as expected. So I guess what remains to be figured out is why the latest trigger_sound_build_cmake doesn't build for you. Unfortunately the Ninja build log...
I am trying to build the D3D9Client (64-bit) from the github repo (jarmonik/D3D9Client), but I am running into a problem
undeclared identifier 'gCameraPos' (in Common.hlsl)
Cannot open include file: 'gcAPI.h': No such file or directory (in MFDWindow.h and MFD.h)
gcAPI has been mentioned...
Boy, this is turning into quite a challenge :)
I've pushed the next release which addressess the x86/x64 issue. Could you check if that problem is solved?
Regarding XRSound.lib being a debug version for the Orbiter x86-Debug build: this is actually the intended behaviour. I wanted the library...
I believe the storage limit for github actions for a free account (which is what I have) is 500MB. Since the 64-bit package artefact is already nearly 100MB, this means 5 packages before I run out of space. This is why I had the idea of each new package generated replacing the previous one. I...
Before letting this go, maybe just one more attempt. I have pushed a new commit to the trigger_sound_build_cmake branch. This uses a different approach for building the XRSoundD.lib library, as an external project explicitly requesting a debug build.
Could you give this a try? If it still...
I'd still like to figure out why we a getting different results. Here is what I get for x86-Release:
Directory of C:\Source\Orbiter_devel\Orbiter_build\x86-Release\Orbitersdk\XRSound
07/08/2021 23:04 <DIR> .
07/08/2021 23:04 <DIR> ..
07/08/2021 22:45...
I have to admit that I am not really familiar with either, but I wouldn't mind seeing how it works - what about setting up a Google Test framework but keeping it in a separate branch until I get an idea of the mechanism.
No, I don't see a problem with that.
Could this be to do with the fact that Orbiter.exe (the server version) is located in Modules/Server/Orbiter.exe, but the working directory is the Orbiter root directory? Orbiter_ng.exe is a launcher for Modules/Server/Orbiter.exe.
Did you configure cmake for x86-Release or x86-Debug? Note that XRSound.lib is built in line with cmake configuration (Release or Debug), while XRSoundD.lib is always supposed to be built in Debug mode. So if the build is configured for Debug, both libraries should be identical.
Incidentally, I...
I have now tried to add a XRSoundD.lib target with manually set debug flags. Could you try if that does the trick? The library file generated this way is not the same size as the one generated by the global x64-debug configuration, so I probably didn't manage to set or replace all flags, but...
Maybe this? https://cmake.org/cmake/help/latest/command/source_group.html
I am displaying my ignorance here, but I take it that shader codes are GPU scripts that are compiled at run time? If they are not listed as sources for any target in the CMake files, then they technically don't...
That is excellent news! Maybe you want to go through the CMakeLists.txt files in the sound directory, just to make sure I didn't miss anything that needs to be built or deployed. Regarding the VS project and solution files - these are strictly speaking no longer necessary with the cmake files. I...
I found a difference in CMakeCache.txt. I get
CMAKE_NUMBER_OF_MAKEFILES:INTERNAL=108
whereas your value is 102. There are 6 CMakeLists.txt files in the Sound subtree, so the difference could come from your cmake skipping the Sound directory altogether. I have no idea why.
Ok, so it wasn't that - pity, that would have been an easy fix. The funny thing is, when it crashed before you turned off the doc build, cmake definitely got into the XRSound build files, but the latest build log doesn't seem to have any mention of XRSound anymore.
Debugging cmake is a bit...
Ok, one step further. I'll compare the log with mine when I get home to check if I can spot the difference, but in the meantime, could you check <build-dir>/CMakeCache.txt for the ORBITER_BUILD_XRSOUND entry. Just to make perfectly clear that CMake really knows it's supposed to build the sound...
Could you check if "ORBITER_MAKE_DOC" is ticked (it is by default) and if so, untick it and try again? It looks like this can cause problems if not all executables required for compiling the documentation are present, and sometimes even then.
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