Author | Message | Time |
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programermcgeek | /edit i think i fixed it...im so stupid, i forgot to link it! i have a linker error...so if anybody would help me that would be great, because i dont have a clue how to solve it... Compiling... d3d dll.cpp Linking... d3d dll.obj : error LNK2001: unresolved external symbol _Direct3DCreate9@4 Debug/d3d dll.dll : fatal error LNK1120: 1 unresolved externals Error executing link.exe. and heres my code: #include <d3d9.h> #pragma warning( disable : 4996 ) // disable deprecated warning #include <strsafe.h> #pragma warning( default : 4996 ) //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Device state would normally be set here return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- VOID Cleanup() { if( g_pd3dDevice != NULL) g_pd3dDevice->Release(); if( g_pD3D != NULL) g_pD3D->Release(); } //----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { if( NULL == g_pd3dDevice ) return; // Clear the backbuffer to a blue color g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // Rendering of scene objects can happen here // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; case WM_PAINT: Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } //----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application's entry point //----------------------------------------------------------------------------- INT WINAPI Start( )// HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; } P.S. this is a dll...it may sound crazy, but for my purposes i need it to be a dll... | September 19, 2005, 3:56 PM |
rabbit | You didn't add in the D3D library correctly. #pragma comment("<dllname>") if I'm not mistaken... | September 19, 2005, 10:06 PM |
UserLoser. | [code] #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9d.lib") #pragma comment(lib, "dxguid.lib") [/code] Not sure if the last one is needed, but doesn't hurt to link to it | September 19, 2005, 10:24 PM |
rabbit | Yep, I was mistaken :\ | September 19, 2005, 11:48 PM |