C++ DirectX9 SDK winnt.h hiba

C++ DirectX9 SDK winnt.h hiba
2005-08-12T12:05:54+02:00
2005-08-14T19:18:34+02:00
2022-10-26T13:50:42+02:00
BNX
Sziasztok!

Volna egy kis problémám a DirectX 9 SDK-val, illetve a benne található, Microsoft által készített Tutorialokkal.
NEvezetesen egyiket sem tudom leforgatni.
Próbáltam már MS Visual Studio 6 SP5 -el és MS Visual Studio 2005 Beta2 -vel is, ugyanazt a hibát írja ki:

------ Build started: Project: CreateDevice, Configuration: Debug Win32 ------
Compiling...
CreateDevice.cpp
D:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(222) : error C2146: syntax error : missing ';' before identifier 'PVOID64'
D:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(222) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
D:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(5932) : error C2146: syntax error : missing ';' before identifier 'Buffer'
D:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(5932) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
D:\Program Files\Microsoft Visual Studio 8\VC\PlatformSDK\include\winnt.h(5932) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
Build log was saved at "file://d:\DirectX_SDK\Samples\C++\Direct3D\Tutorials\Tut01_CreateDevice\Debug\BuildLog.htm"
CreateDevice - 5 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


Tudna valaki segíteni?
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  • Senkinek semmi ötlet? :(
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  • Mit akarsz lefordítani?

    Amúgy nekem az lenne az első tippem, hogy nem húztad be a windows.h-t a winnt.h-előtt. De lehet, hogy nem ez a baj, kicsit konkrétabban írd le a problémát!
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  • LEírom lépésről lépésre, mit cselekedtem.

    1. Feltettem a Visual Studiot.
    2. Feltettem a DirectX 9 SDK-t
    3. MEgnyitottam a \DirectX_SDK\Samples\C++\Direct3D\Tutorials\Tut01_CreateDevice mappában található tutorialt
    4. A kicsi piros felkiáltójelre kattintottam, leforgattam volna a kódot, de kiírta ezt a hibát.

    MEgpróbáltam további példafájloknál is, de mindnél ugyanez jelentkezett.

    A kódot teljes egészében a Microsoft írta! Egy betűt sem írtam át benne! Ezért nem értem, hogy mi lehet a baja...


    JAh, és a konkrét probléma az, hogy ugye nem fordítja le, nem csinál .exe fájlt sem. :)
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  • Jo lenne ha beszurnal a kodbol egy reszt(foleg az #include -ket).
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  • Íme a teljes forráskód:


    //----------------------------------------------------------------------------- // File: CreateDevice.cpp // // Desc: This is the first tutorial for using Direct3D. In this tutorial, all // we are doing is creating a Direct3D device and using it to clear the // window. // // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include "windows.h" #include <d3d9.h> //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Device state would normally be set here return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- VOID Cleanup() { if( g_pd3dDevice != NULL) g_pd3dDevice->Release(); if( g_pD3D != NULL) g_pD3D->Release(); } //----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { if( NULL == g_pd3dDevice ) return; // Clear the backbuffer to a blue color g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // Rendering of scene objects can happen here // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; case WM_PAINT: Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } //----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application's entry point //----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; }
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  • Nekem Visual C++ 7.1 simán leforditja...
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