bcb6 (borland) and irrlicht v1.0

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darseq
Posts: 6
Joined: Mon May 08, 2006 12:10 am

bcb6 (borland) and irrlicht v1.0

Post by darseq »

Hi all. After looking at etcaptor's modifications for bcb6 I created
the archive Irr100BCB6 to support v1.0 of the irrlicht engine. You
can find it at: http://www.xs4all.nl/~sbmpost/Irr100BCB6.zip

If you want to compile the dll files yourself, copy all files into the source
directory (after you have unzipped source.zip). You should then be able
to compile right away. Note that there are two directories called dx8 and
dx9 which contain the required directx files. Also have a look at the
readme.txt file. (I succesfully tested EDT_DIRECT3D9 and EDT_OPENGL)

Credits go to etcaptor for such a great fix!
etcaptor
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Post by etcaptor »

Nice, in this case you save me from uploading with my slow internet connection.
Yet, if there are any interset I was uploaded 0.14BCB6 port:
http://tret.net/irrlicht/IrrlichtBCB60.14.rar
and CollisionExample:
http://www.tret.net/irrlicht/BCBCollisionExample.rar
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darseq
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Joined: Mon May 08, 2006 12:10 am

Post by darseq »

Cewl!, I reviewed your 0.14 modifcations and compared them
with your earlier modifications. It seems you have changed the
textureName = '/0' modification to textureName = "". I have
updated the Irr100BCB6.zip archive to reflect this change. Also
note that I have included your inline asm fix (irrTypes.h). I think
you forgot to include it in IrrlichtBCB60.14.rar. I fixed the default
argument list thing like this:

typedef core::dimension2d<s32> dim_type; // by darseq, bcb compat
IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
video::E_DRIVER_TYPE deviceType = video::EDT_SOFTWARE,
const dim_type& windowSize = dim_type(640,480),............

I also did: #define min(a,b) (((a) < (b)) ? (a) : (b)) // by darseq
instead of including algorithm.h (CD3D8Driver.h/CD3D9Driver.h)
Actually I don't know what is best. Finally I made sure that all
modifications are either marked by // etcator or // darseq.
etcaptor
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Post by etcaptor »

Congrats,
now Borland port will be better!
By the way I was tested Irrlicht 0.14 with C++Builder 2006, and found that it's works. Only some additional changes are necessary.
Seems we both are a C++Builder fans :D
Have you tested Irrlicht examples with #include<iostream.h> in console mode? I've got compile error in this case, sorry I'm not at home right now and can't give detail description /something like stlport error in not multytier mode/
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darseq
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Joined: Mon May 08, 2006 12:10 am

Post by darseq »

I can compile helloworld without problems. I have uploaded the file:
http://www.xs4all.nl/~sbmpost/hworld.zip. It includes iostream and
writes a test string to the console. I think it has something to do with
the visual c import tool. I manually created the .bpr file with the
console wizard (FILE | NEW | OTHER | CONSOLE WIZARD) and
enabled multithreading.
etcaptor
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Post by etcaptor »

I've got this error for other exampless. "Hello word" runs without errors, but exploring of .bpr created with visual c import tool is good point.
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technoinside
Posts: 3
Joined: Wed Jun 21, 2006 7:59 pm
Location: Curitiba, Brazil

Post by technoinside »

sorry for noob question, but you say in readme file to insert this code before CreateDevice:

#include <float.h>
_control87((_control87(0, 0) | ~0011), MCW_EM);

but then I get some erros like:

declaration syntax error on line 24 (namespace std {)
and declaration syntax error on line 191 both on float.h

Without these 2 lines, hello world works fine in D3D8, D3D9 and OPENGL but fails with SOFTWARE and SOFTWARE2 returning "Floating point division by zero".

Any help?
etcaptor
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Post by etcaptor »

Try this:

Code: Select all

#if defined(__BORLANDC__) || defined(__BCPLUSPLUS__)
   _control87(MCW_EM,MCW_EM);//float.h
#endif
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kks
Posts: 1
Joined: Sat Dec 02, 2006 12:38 am

Post by kks »

Hi all. I maked port to C++ Builder 6 for Irrlicht SDK v1.1.
I solve many problems, and tested some examples:
HelloWorld - OK
Quake3Map - OK
CustomSceneNode - Error
Demo - OK
Current errors - floating point operations (in ex. divide). I am fixing errors then its shows.

Main: if someone need this port or/and want to help to fix errors, please reply, and I post the arhive.

P.S. My english is bad... sorry
hybrid
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Post by hybrid »

Maybe try to port Irrlicht SVN, then provide apatch which can be included with Irrlicht core. Since the additions can be easily surrounded by ifdef's there shouldn't be any major problems. Creating patches (and adding them to the core later on) is simplest done using SVN.
cinkc
Posts: 2
Joined: Thu Dec 21, 2006 11:35 am

Post by cinkc »

I very need port to C++ Builder 6 for Irrlicht SDK v1.1 or v1.2.

Help me please!
May be any tutor - how I can make it?

P.S. My english is bad... sorry
HLFat
Posts: 71
Joined: Sun Sep 24, 2006 6:55 pm
Location: USA

Post by HLFat »

I did the port for Borland Turbo Explorer C++, which is the free version of Builder.

I just used the information Darseq and Etcaptor supplied.

Borland Turbo Explorer with Irrlicht 1.1.

Borland Turbo Explorer with Irrlicht 1.2.
cinkc
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Joined: Thu Dec 21, 2006 11:35 am

Post by cinkc »

HLFat wrote:I did the port for Borland Turbo Explorer C++, which is the free version of Builder.
Superb, all works.
Thanks!
etcaptor
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Post by etcaptor »

Strange I omitted several Irrlicht version and got snwprintf error in stdio.h.
Is Anyone get this error?
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HLFat
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Location: USA

Post by HLFat »

That 'sounds' familiar.

However, it will have to wait until I get back home,since I am out of town for the holiday.

Then I will get a clean copy of Irrlicht 1.2 and check into it.
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