So what? Is it legal to use Dev-cpp version of the irrlicht dll? And how to compile it without a devpak anyway?Bad news first. All versions of the DirectX DevPak will remain offline. As we figured out the EULA refers to the redist runtime. But there is still the fact that changes within the SDK are not legal to distribute. For this case we are not going to gently caress with Microsoft, since I cannot afford problems now getting close to finish with our game engine.
Devpak is gone
Devpak is gone
http://www.g-productions.net/
Information about the devpak was added to the wiki.
http://irrforge.org/index.php/Irrlicht_ ... ht_for_IDE
http://irrforge.org/index.php/Irrlicht_ ... ht_for_IDE
Crud, how do I do this again?
Microsoft's EULA has been like that for DX for a long time. I'm pretty sure it isn't something they just changed recently. It just so happens that someone took noticed of it and brought it to light.
#define _IRR_COMPILE_WITH_DIRECTX_8_
#define _IRR_COMPILE_WITH_DIRECTX_9_
and would someone please take a look and respond to my thread over here please?
Thanks
Look in the IrrCompileConfig.h file and try commenting outTrident wrote:In fact I like OGL more than DX anyway, but how to compile Irrlicht with MinGW without DX headers? (that's the n00b question i should be asking in the first place.) I tried this, but seems that I did something wrong. (will try to posyt more on a weekend.)
#define _IRR_COMPILE_WITH_DIRECTX_8_
#define _IRR_COMPILE_WITH_DIRECTX_9_
and would someone please take a look and respond to my thread over here please?
Thanks