Valhalla Legends Forums Archive | C/C++ Programming | errors!!!! errors everywhere!!!!

AuthorMessageTime
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

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