"Here, I bet the viewer won't compile under VS2012" Singularity is compiled with VS2012 if i remember correct
2013/3/1 Henri Beauchamp <sl...@free.fr> > On Fri, 1 Mar 2013 08:54:00 -0800, Darien Caldwell wrote: > > > This is being offered to all Windows 7 Users, not just developers. > Reading > > deeper here: > > > > http://msdn.microsoft.com/library/windows/apps/jj863687.aspx > > > > It's mostly backporting new features from Windows 8 to Windows 7. That's > > why they say you'll need the newer SDK, to take advantage of those new > > features. > > So can we safely apply this update and keep using the June 2010 DirectX > SDK to build the viewer, and still get working builds on "all" (WinXP SP3 > and newer) Windows versions ?... I doubt it, since they say: > > "If you are a Windows 7 DirectX developer who uses the June 2010 DirectX > Software Development Kit (SDK), you will have to update your development > environments after you install this platform update. The following > development .dll files that are associated with the DirectX SDK are > incompatible with this platform update: > > D3D10SDKLayers.dll > D3D11SDKLayers.dll > D3D10ref.dll > D2D1debug.dll > > You can use one of the following applications or tools to update these > .dll files: > > - The Windows 8 SDK: This SDK updates the current development > environment with new headers, libs, and tools. This includes the > previously-listed development .dll files. This update does not > update the C or C++ compilers or the IDE, but this update does > enable developers to integrate the new features of the platform > update into their applications. > " > > So, this solution implies that we also update the "Windows SDK for > Windows 7 and .NET Framework 4" that is used to build the viewer with > VS2010, with the "Windows 8 SDK": won't it break the viewer builds ?... > Does it at all got a single chance to keep working with the VC++ 2010 > compiler ? > > Second propsed solution: > > " > - Microsoft Visual Studio 2012: This application includes the > Windows 8 SDK, the Visual Studio 2012 IDE, and the new compilers. > .../... > " > > Here, I bet the viewer won't compile under VS2012, and I heard that > anything compiled with compilers newer than VS2010 is incompatible > with Windows XP... > > Third propose solution: > > " > - Remote Tools for Visual Studio 2012: These tools are the minimum > requirement in order to continue using the Direct3D debug layer. > These tools update only the previously-listed development .dll files. > These tools do not enable developers to integrate the new features of > the platform update into their applications. These tools are available > in the "Remote Tools for Visual Studio 2012" section of the Visual > Studio Download Center, or can be downloaded from the following > links. These packages can be safely installed on development systems: > " > > Is it the right thing to do ?... I don't know. Any clue ? > > > Basically it's all centered around D3D11, which I really doubt LL's > > viewer is using. .../... Of course I'm not exactly sure what parts > > of D3D the viewer is using, I was always under the impression it used > > OpenGL. > > OpenGL is used for the rendering. D3D is only used for the graphics > card detection at startup... So if someone could find a way to use > another detection mechanism, we could get fully rid of the D3D calls > in the viewer code. > > Henri. > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges >
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