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Linking problem !
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Original Post
Hello again,
Linking...
tyfirty.lib(Exceptions.obj) : error LNK2001: unresolved external symbol "char const * __stdcall DXGetErrorString8A(long)" (?DXGetErrorString8A@@YGPBDJ@Z)
tyfirty.lib(CD3DFunctions.obj) : error LNK2001: unresolved external symbol _D3DXIntersect@32
SkinMesh.exe : fatal error LNK1120: 2 unresolved externals
Error executing link.exe.
SkinMesh.exe - 3 error(s), 0 warning(s)
How can i solve it ?
Please help me !!!
The DXGetErrorString method needs the lib dxerr8.lib AFAIK.
Yes,
It''s the list of the libraries which i added them to my project:
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib d3d8.lib d3dx8.lib dxguid.lib d3dxof.lib winmm.lib dsound.lib Dxerr8.lib tyfirty.lib
It''s the list of the libraries which i added them to my project:
kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib d3d8.lib d3dx8.lib dxguid.lib d3dxof.lib winmm.lib dsound.lib Dxerr8.lib tyfirty.lib
I think I''m getting a similar problem, the compiler keeps telling me I have unresolved external symbol errors, everything seems to be linked OK, but the errors keep coming up.
I''m using VC++.net and have DX8.1 and 8.1 SDK installed.
Here''s the errors and the code.
error LNK2019: unresolved external symbol _D3DXMatrixLookAtLH@16 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _D3DXMatrixPerspectiveFovLH@20 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _Direct3DCreate8@4 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _D3DXMatrixRotationY@8 referenced in function "int __cdecl DoFrame(void)" (?DoFrame@@YAHXZ)
error LNK2019: unresolved external symbol __imp__timeGetTime@0 referenced in function "int __cdecl DoFrame(void)" (?DoFrame@@YAHXZ)
/**************************************************
WinMain.cpp
Chapter 6 Lights Demo
Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
Required libraries:
WINMM.LIB, D3D8.LIB and D3DX8.LIB
**************************************************/
// Include files
#include <windows.h>
#include <stdio.h>
#include "d3d8.h"
#include "d3dx8.h"
// Window handles, class and caption text
HWND g_hWnd;
HINSTANCE g_hInst;
static char g_szClass[] = "LightClass";
static char g_szCaption[] = "Light Demo by Jim Adams";
// The Direct3D and Device object
IDirect3D8 *g_pD3D = NULL;
IDirect3DDevice8 *g_pD3DDevice = NULL;
// The 3-D vertex format and descriptor
typedef struct {
FLOAT x, y, z; // 3-D coordinates
FLOAT nx, ny, nz; // Normals
D3DCOLOR Diffuse; // Color
} sVertex;
#define VERTEXFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)
// Vertex buffer
IDirect3DVertexBuffer8 *g_pVB = NULL;
// Function prototypes
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam);
BOOL DoInit();
BOOL DoShutdown();
BOOL DoFrame();
BOOL SetupMeshes();
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
g_hInst = hInst;
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the Main Window
g_hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU,
0, 0, 400, 400,
NULL, NULL,
hInst, NULL );
if(!g_hWnd)
return FALSE;
ShowWindow(g_hWnd, SW_NORMAL);
UpdateWindow(g_hWnd);
// Run init function and return on error
if(DoInit() == FALSE)
return FALSE;
// Start message pump, waiting for signal to quit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
if(DoFrame() == FALSE)
break;
}
// Run shutdown function
DoShutdown();
UnregisterClass(g_szClass, hInst);
return Msg.wParam;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
BOOL DoInit()
{
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
D3DXMATRIX matProj, matView;
D3DLIGHT8 Light;
BYTE *Ptr;
sVertex Verts[16] = {
{ -100.0f, 100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, 100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, 100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, 100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, 100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) }
};
// Do a windowed mode initialization of Direct3D
if((g_pD3D = Direct3DCreate8(D3D_SDK_VERSION)) == NULL)
return FALSE;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return FALSE;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice)))
return FALSE;
// Set the rendering states
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
// Create and set the projection matrix
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4.0f, 1.33333f, 1.0f, 1000.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// Create and set the view matrix
D3DXMatrixLookAtLH(&matView, \
&D3DXVECTOR3(0.0f, 0.0f, -500.0f), \
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), \
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
// Create the vertex buffer and set data
g_pD3DDevice->CreateVertexBuffer(sizeof(sVertex)*16, 0, \
VERTEXFVF, D3DPOOL_DEFAULT, &g_pVB);
g_pVB->Lock(0,0, (BYTE**)&Ptr, 0);
memcpy(Ptr, Verts, sizeof(Verts));
g_pVB->Unlock();
// Set light data, color, position, and range
ZeroMemory(&Light, sizeof(Light));
Light.Type = D3DLIGHT_POINT;
Light.Diffuse.r = Light.Ambient.r = 0.5f;
Light.Diffuse.g = Light.Ambient.g = 0.5f;
Light.Diffuse.b = Light.Ambient.b = 0.0f;
Light.Diffuse.a = Light.Ambient.a = 1.0f;
Light.Range = 1000.0f;
Light.Attenuation0 = 0.5f;
Light.Position.x = 300.0f;
Light.Position.y = 0.0f;
Light.Position.z = -600.0f;
// Set and enable the light
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
return TRUE;
}
BOOL DoShutdown()
{
// Release vertex buffer
if(g_pVB != NULL)
g_pVB->Release();
// Release device and 3D objects
if(g_pD3DDevice != NULL)
g_pD3DDevice->Release();
if(g_pD3D != NULL)
g_pD3D->Release();
return TRUE;
}
BOOL DoFrame()
{
D3DXMATRIX matWorld;
// Clear device backbuffer
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_RGBA(0,0,0,255), 1.0f, 0);
// Begin scene
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Create and set the world transformation matrix
// Rotate object along Y-axis
D3DXMatrixRotationY(&matWorld, (float)timeGetTime() / 1000.0f);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
// Set the vertex stream and shader
g_pD3DDevice->SetStreamSource(0, g_pVB, sizeof(sVertex));
g_pD3DDevice->SetVertexShader(VERTEXFVF);
// Draw the vertex buffer
for(short i=0;i<4;i++)
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i*4, 2);
// End the scene
g_pD3DDevice->EndScene();
}
// Display the scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
A
DTKubina
I''m using VC++.net and have DX8.1 and 8.1 SDK installed.
Here''s the errors and the code.
error LNK2019: unresolved external symbol _D3DXMatrixLookAtLH@16 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _D3DXMatrixPerspectiveFovLH@20 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _Direct3DCreate8@4 referenced in function "int __cdecl DoInit(void)" (?DoInit@@YAHXZ)
error LNK2019: unresolved external symbol _D3DXMatrixRotationY@8 referenced in function "int __cdecl DoFrame(void)" (?DoFrame@@YAHXZ)
error LNK2019: unresolved external symbol __imp__timeGetTime@0 referenced in function "int __cdecl DoFrame(void)" (?DoFrame@@YAHXZ)
/**************************************************
WinMain.cpp
Chapter 6 Lights Demo
Programming Role-Playing Games with DirectX
by Jim Adams (01 Jan 2002)
Required libraries:
WINMM.LIB, D3D8.LIB and D3DX8.LIB
**************************************************/
// Include files
#include <windows.h>
#include <stdio.h>
#include "d3d8.h"
#include "d3dx8.h"
// Window handles, class and caption text
HWND g_hWnd;
HINSTANCE g_hInst;
static char g_szClass[] = "LightClass";
static char g_szCaption[] = "Light Demo by Jim Adams";
// The Direct3D and Device object
IDirect3D8 *g_pD3D = NULL;
IDirect3DDevice8 *g_pD3DDevice = NULL;
// The 3-D vertex format and descriptor
typedef struct {
FLOAT x, y, z; // 3-D coordinates
FLOAT nx, ny, nz; // Normals
D3DCOLOR Diffuse; // Color
} sVertex;
#define VERTEXFVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)
// Vertex buffer
IDirect3DVertexBuffer8 *g_pVB = NULL;
// Function prototypes
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow);
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam);
BOOL DoInit();
BOOL DoShutdown();
BOOL DoFrame();
BOOL SetupMeshes();
int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, \
LPSTR szCmdLine, int nCmdShow)
{
WNDCLASSEX wcex;
MSG Msg;
g_hInst = hInst;
// Create the window class here and register it
wcex.cbSize = sizeof(wcex);
wcex.style = CS_CLASSDC;
wcex.lpfnWndProc = WindowProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInst;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = g_szClass;
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(!RegisterClassEx(&wcex))
return FALSE;
// Create the Main Window
g_hWnd = CreateWindow(g_szClass, g_szCaption,
WS_CAPTION | WS_SYSMENU,
0, 0, 400, 400,
NULL, NULL,
hInst, NULL );
if(!g_hWnd)
return FALSE;
ShowWindow(g_hWnd, SW_NORMAL);
UpdateWindow(g_hWnd);
// Run init function and return on error
if(DoInit() == FALSE)
return FALSE;
// Start message pump, waiting for signal to quit
ZeroMemory(&Msg, sizeof(MSG));
while(Msg.message != WM_QUIT) {
if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) {
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
if(DoFrame() == FALSE)
break;
}
// Run shutdown function
DoShutdown();
UnregisterClass(g_szClass, hInst);
return Msg.wParam;
}
long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \
WPARAM wParam, LPARAM lParam)
{
switch(uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
BOOL DoInit()
{
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
D3DXMATRIX matProj, matView;
D3DLIGHT8 Light;
BYTE *Ptr;
sVertex Verts[16] = {
{ -100.0f, 100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, -100.0f, 0.0f,0.0f,-1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, 100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, -100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, 100.0f, 1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, 100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ 100.0f, -100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, 100.0f, 0.0f,0.0f,1.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, 100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, 100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, 100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) },
{ -100.0f, -100.0f, -100.0f, -1.0f,0.0f,0.0f, D3DCOLOR_RGBA(255,255,255,255) }
};
// Do a windowed mode initialization of Direct3D
if((g_pD3D = Direct3DCreate8(D3D_SDK_VERSION)) == NULL)
return FALSE;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return FALSE;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice)))
return FALSE;
// Set the rendering states
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
// Create and set the projection matrix
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4.0f, 1.33333f, 1.0f, 1000.0f);
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, &matProj);
// Create and set the view matrix
D3DXMatrixLookAtLH(&matView, \
&D3DXVECTOR3(0.0f, 0.0f, -500.0f), \
&D3DXVECTOR3(0.0f, 0.0f, 0.0f), \
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
// Create the vertex buffer and set data
g_pD3DDevice->CreateVertexBuffer(sizeof(sVertex)*16, 0, \
VERTEXFVF, D3DPOOL_DEFAULT, &g_pVB);
g_pVB->Lock(0,0, (BYTE**)&Ptr, 0);
memcpy(Ptr, Verts, sizeof(Verts));
g_pVB->Unlock();
// Set light data, color, position, and range
ZeroMemory(&Light, sizeof(Light));
Light.Type = D3DLIGHT_POINT;
Light.Diffuse.r = Light.Ambient.r = 0.5f;
Light.Diffuse.g = Light.Ambient.g = 0.5f;
Light.Diffuse.b = Light.Ambient.b = 0.0f;
Light.Diffuse.a = Light.Ambient.a = 1.0f;
Light.Range = 1000.0f;
Light.Attenuation0 = 0.5f;
Light.Position.x = 300.0f;
Light.Position.y = 0.0f;
Light.Position.z = -600.0f;
// Set and enable the light
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
return TRUE;
}
BOOL DoShutdown()
{
// Release vertex buffer
if(g_pVB != NULL)
g_pVB->Release();
// Release device and 3D objects
if(g_pD3DDevice != NULL)
g_pD3DDevice->Release();
if(g_pD3D != NULL)
g_pD3D->Release();
return TRUE;
}
BOOL DoFrame()
{
D3DXMATRIX matWorld;
// Clear device backbuffer
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_RGBA(0,0,0,255), 1.0f, 0);
// Begin scene
if(SUCCEEDED(g_pD3DDevice->BeginScene())) {
// Create and set the world transformation matrix
// Rotate object along Y-axis
D3DXMatrixRotationY(&matWorld, (float)timeGetTime() / 1000.0f);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
// Set the vertex stream and shader
g_pD3DDevice->SetStreamSource(0, g_pVB, sizeof(sVertex));
g_pD3DDevice->SetVertexShader(VERTEXFVF);
// Draw the vertex buffer
for(short i=0;i<4;i++)
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i*4, 2);
// End the scene
g_pD3DDevice->EndScene();
}
// Display the scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
A
DTKubina
...or it could be a path issue, but the fact the fact that timeGetTime is still unresolved bothers me, unless it''s getting left out simply because the linker can''t find the other things...In that case it''s almost certainly a path issue, or something like the quirk mentioned above.
Sorry it''s taken so long to respond.
The DX include and lib files are listed on the top of the paths list it''s C:\DXSDK\include and C:\DXSDK\lib here''s the others in the list just in case I''m missing something.
C:\DXSDK\lib
$(VCInstallDir)lib
$(VCInstallDir)atlmfc\lib
$(VCInstallDir)PlatformSDK\lib\prerelease
$(VCInstallDir)PlatformSDK\lib
$(FrameworkSDKDir)lib
C:\DXSDK\include
$(VCInstallDir)include
$(VCInstallDir)atlmfc\include
$(VCInstallDir)PlatformSDK\include\prerelease
$(VCInstallDir)PlatformSDK\include
$(FrameworkSDKDir)include
DTKubina
The DX include and lib files are listed on the top of the paths list it''s C:\DXSDK\include and C:\DXSDK\lib here''s the others in the list just in case I''m missing something.
C:\DXSDK\lib
$(VCInstallDir)lib
$(VCInstallDir)atlmfc\lib
$(VCInstallDir)PlatformSDK\lib\prerelease
$(VCInstallDir)PlatformSDK\lib
$(FrameworkSDKDir)lib
C:\DXSDK\include
$(VCInstallDir)include
$(VCInstallDir)atlmfc\include
$(VCInstallDir)PlatformSDK\include\prerelease
$(VCInstallDir)PlatformSDK\include
$(FrameworkSDKDir)include
DTKubina
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