"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.
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