all was fine until I added an animatedmeshscenenode and began getting this linker error
LINK : fatal error LNK1194: cannot delay-load 'Irrlicht64.dll' due to import of data symbol '"__declspec(dllimport) unsigned int irr::video::MATERIAL_MAX_TEXTURES_USED" (__imp_?MATERIAL_MAX_TEXTURES_USED@video@irr@@3IA)'; link without /DELAYLOAD:Irrlicht64.dll
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//! By default this is identical to MATERIAL_MAX_TEXTURES
/** Users can modify this value if they are certain they don't need all
available textures per material in their application. For example if you
never need more than 2 textures per material you can set this to 2.
We (mostly) avoid dynamic memory in SMaterial, so the extra memory
will still be allocated. But by lowering MATERIAL_MAX_TEXTURES_USED the
material comparisons and assignments can be faster. Also several other
places in the engine can be faster when reducing this value to the limit
you need.
NOTE: This should only be changed once and before any call to createDevice.
NOTE: Do not set it below 1 or above the value of _IRR_MATERIAL_MAX_TEXTURES_.
NOTE: Going below 4 is usually not worth it.
*/
IRRLICHT_API extern u32 MATERIAL_MAX_TEXTURES_USED;
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// To build Irrlicht as a static library, you must define _IRR_STATIC_LIB_ in both the
// Irrlicht build, *and* in the user application, before #including <irrlicht.h>
#ifndef _IRR_STATIC_LIB_
#ifdef IRRLICHT_EXPORTS
#define IRRLICHT_API __declspec(dllexport) <---------------------------------------- highlited
#else
#define IRRLICHT_API __declspec(dllimport) <---------------------------------------- NOT highlited???
#endif // IRRLICHT_EXPORT
#else
#define IRRLICHT_API
#endif // _IRR_STATIC_LIB_
and that IRRLICHT_EXPORTS is defined in the property pages of the build
WIN32;WIN64;_DEBUG;_WINDOWS;_USRDLL;IRRLICHT_EXPORTS;_CRT_SECURE_NO_DEPRECATE;%(PreprocessorDefinitions)
any ideas on why the linker would see this as dllimport instead of export? or why it would appear only after adding an animatedmeshscenenode?