No, Singularity is compiled with VS2010. Upgrading compiler version is
PITA because it means that some (most?) prebuild libraries would need
recompiling too.

It's probably safe to ignore this warning as the viewer doesn't use
D3D at all, and only functions used from DirectX are, as Liny pointed
out, those used to get driver info.

On Fri, Mar 1, 2013 at 7:30 PM, Niran <desmoulins.u...@googlemail.com> wrote:
> "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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