64 bit Irrlicht.
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3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
64 bit Irrlicht.
To use Irrlicht on a 64 bit system, does Irrlicht have to be recompiled for 64 bit? I just got a new computer that's 64 bit. I've been trying to get ready for another release of EditIrr, but I ran into a problem that I had heard users got before. The person who told me about it was on 64 bit too. It works perfect on my 32 bit machine though. It's on device->getSceneManager() calls that it's crashing... Could it be trying to give me a 32 bit pointer?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
I'm using a .lib and .dll that were compiled on a 32 bit system, on my 64 bit system. They're just the ones in the Irrlicht download.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
You can not mix 32 and 64-bit code. If your program is 32-bit, all DLLs that it uses must also be 32-bit. That is the only restriction. Other than that, 32-bit code works perfectly fine on a 64-bit system. If you are getting crashing issues, make sure you don't have any old DLL files anywhere. If you are custom compiling Irrlicht, do a full rebuild and make sure you are using the correct Irrlicht.dll file. A lot of times the crash errors are because somebody has an old Irrlicht.dll file that they are accidentally using.
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grumpymonkey
- Posts: 222
- Joined: Mon Jan 19, 2009 10:03 pm
- Location: Miami, Florida
- Contact:
If DLLs are already compiled then you shouldn't have trouble using them in a 64bit program even if its 32bit right?You can not mix 32 and 64-bit code. If your program is 32-bit, all DLLs that it uses must also be 32-bit. That is the only restriction. Other than that, 32-bit code works perfectly fine on a 64-bit system. If you are getting crashing issues, make sure you don't have any old DLL files anywhere. If you are custom compiling Irrlicht, do a full rebuild and make sure you are using the correct Irrlicht.dll file. A lot of times the crash errors are because somebody has an old Irrlicht.dll file that they are accidentally using.
32 bit can run in 64 bit fine. I'm 99% sure your problem is something else.I'm using a .lib and .dll that were compiled on a 32 bit system, on my 64 bit system. They're just the ones in the Irrlicht download.
Edit: I have actually used your program on my 64 bit machine and it works fine. Is there something special I have to do to reproduce the error?
multum in parvo
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3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
If you try to add a scene node or animator it doesn't work. Code execution never goes beyonde the smgr = Device->getSceneManager(); line. I think I'm getting a bad pointer on my 64 bit machine because it works perfect on my notebook. Here's the libraries used:
Irrlicht (tried with 32 bit and tried recompiling for 64 bit),
LUA (compiled on 32 bit I think)
ToLUA (I think it was compiled on 32 bit too)
Boost (No idea what that got compiled on)
wxWidgets (32 bit I think).
As you can see it's mostly 32 bit. Is there a way to get Code::Blocks and GCC to compile 32 bit programs on a 64 bit machine?
Irrlicht (tried with 32 bit and tried recompiling for 64 bit),
LUA (compiled on 32 bit I think)
ToLUA (I think it was compiled on 32 bit too)
Boost (No idea what that got compiled on)
wxWidgets (32 bit I think).
As you can see it's mostly 32 bit. Is there a way to get Code::Blocks and GCC to compile 32 bit programs on a 64 bit machine?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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3DModelerMan
- Posts: 1691
- Joined: Sun May 18, 2008 9:42 pm
It only happens when you compile it on a 64 bit machine. If you use the binary from sourceforge it works fine.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
I see, you now ran into the same problem as me.
(I was the person that first had the problem)
I also tried tons of things to fix it but nothing worked.
I really prefer it IrrEdit, so I'd love it if there's some fix for this.
I tried compiling this in 32bit with 32bit libs etc for all dependencies, still nothing.
I also then tried compiling on a 32bit Win XP machine of mine and somehow got the same issue.
(I was the person that first had the problem)
I also tried tons of things to fix it but nothing worked.
I really prefer it IrrEdit, so I'd love it if there's some fix for this.
I tried compiling this in 32bit with 32bit libs etc for all dependencies, still nothing.
I also then tried compiling on a 32bit Win XP machine of mine and somehow got the same issue.
butting in again
For all those using Windows 7 – check that the folder where the art files are, are not protected with read-only properties by another 'user' (even if you are the only one using it)
I found that out when I wrote simple msi files and they refused to compile. I was logged in as Administrator and the folders where created by another user (me as BetaTester), so they did not link properly.
To save myself from grieve, I simply moved all my work from C:\ to C:\Users\MyName\ and no problems from then on. If your development is too advanced ( I just started ) trace the actions with something like Process Monitor and set the needed folders manually to Share - Read/Write to your AdminName. I tried to unlock all folders
this was interesting, lucky me there was a restore point. 
For all those using Windows 7 – check that the folder where the art files are, are not protected with read-only properties by another 'user' (even if you are the only one using it)
I found that out when I wrote simple msi files and they refused to compile. I was logged in as Administrator and the folders where created by another user (me as BetaTester), so they did not link properly.
To save myself from grieve, I simply moved all my work from C:\ to C:\Users\MyName\ and no problems from then on. If your development is too advanced ( I just started ) trace the actions with something like Process Monitor and set the needed folders manually to Share - Read/Write to your AdminName. I tried to unlock all folders
