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compiling direct x version
01-11-2014, 06:57 PM
Post: #106
RE: compiling direct x version
x86 = 32bits right?

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01-11-2014, 07:40 PM
Post: #107
RE: compiling direct x version
Yeah, of course.

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01-11-2014, 11:12 PM (This post was last modified: 01-11-2014 11:34 PM by NgJinXiang14.)
Post: #108
RE: compiling direct x version
i want compile it and combine it with ANGLE but i has problem when build ANGLE(3failed)

Can Someone help me fix it?


------ Build started: Project: translator, Configuration: Release Win32 ------
translator.vcxproj -> C:\Documents and Settings\User\angle\projects\src\Release_Win32\lib\translator.lib
------ Build started: Project: copy_compiler_dll, Configuration: Release Win32 ------
Copying D3D Compiler DLL...
C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppCommon.targets(151,5): error MSB6006: "cmd.exe" exited with code 1.
------ Build started: Project: libGLESv2, Configuration: Release Win32 ------
LINK : fatal error LNK1181: cannot open input file 'dxguid.lib'
------ Build started: Project: libEGL, Configuration: Release Win32 ------
LINK : fatal error LNK1181: cannot open input file 'C:\Documents and Settings\User\angle\projects\src\Release_Win32\lib\libGLESv2.lib'
------ Build started: Project: translator_static, Configuration: Release Win32 ------
translator_static.vcxproj -> C:\Documents and Settings\User\angle\projects\src\Release_Win32\lib\translator_static.lib
========== Build: 2 succeeded, 3 failed, 1 up-to-date, 0 skipped ==========

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01-12-2014, 02:01 AM (This post was last modified: 01-12-2014 02:01 AM by Bigpet.)
Post: #109
RE: compiling direct x version
You need to download and set up the old DirectX SDK or better yet you need to download a modern Windows SDK (something greater than XP) that contains the DirectX libraries
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01-12-2014, 07:53 AM
Post: #110
RE: compiling direct x version
can you send angle to me?i make ppsspp but you make ANGLE,OK?

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01-12-2014, 08:12 AM
Post: #111
RE: compiling direct x version
(01-12-2014 07:53 AM)NgJinXiang14 Wrote:  can you send angle to me?i make ppsspp but you make ANGLE,OK?

If you don't need fullscreen and unlocked framerate then you can just use any ANGLE build you want. Just use the 2 *.dlls in the zip file I posted if you can't find any other.
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01-12-2014, 08:20 AM
Post: #112
RE: compiling direct x version
can you give link to find angle?

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01-12-2014, 08:26 AM
Post: #113
RE: compiling direct x version
I told you if you can't find other builds you can just use the 2 *.dlls from the download I posted in this thread.

(11-23-2013 10:36 PM)Bigpet Wrote:  I tried to make a very hackish simple ANGLE port, try to take this *.exe and the 2 ANGLE *.dlls in this archive and place them into a PPSSPP installation directory and try it please (backup the original exe).

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01-12-2014, 08:33 AM
Post: #114
RE: compiling direct x version
oh,how to use it to combine ppsspp

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01-12-2014, 09:01 AM
Post: #115
RE: compiling direct x version
Just compile the patched source code of PPSSPP and then put the *.dlls in the same directory as the *.exe
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01-12-2014, 09:05 AM
Post: #116
RE: compiling direct x version
lol,so hard im noob you know

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01-12-2014, 11:34 AM
Post: #117
RE: compiling direct x version
Dodgy Lucky for you there's a thread in this forum called Guide:- Compiling PPSSPP on Windows for Dummies
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01-12-2014, 08:08 PM
Post: #118
RE: compiling direct x version
isn't the angle port is hacky,even if we compile to the latest build the result would be obvious(full of missing 3d),unless the Angle code been improve,it quite useless to compile new build.but you can always make it,no one mad though.well frankly said we need work on Direct x9 code instead(sounded like eta but no indeed).

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01-12-2014, 08:50 PM
Post: #119
RE: compiling direct x version
What is patched source code

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01-13-2014, 07:45 AM
Post: #120
RE: compiling direct x version
(01-12-2014 08:08 PM)aki21 Wrote:  isn't the angle port is hacky,even if we compile to the latest build the result would be obvious(full of missing 3d),unless the Angle code been improve,it quite useless to compile new build.but you can always make it,no one mad though.well frankly said we need work on Direct x9 code instead(sounded like eta but no indeed).

Yes, this is the reason why it's not in the main branch and it's the reason why I won't bother compiling a new version. This is all just a temporary stopgap and there's no need to maintain a hacky experiment. I tested it to see how the performance would shake out. It's slower by 2x and more in some situations, seeing as how people who need the DX port usually have weak systems this really isn't viable in the long run. Which is why I would advise people to just wait for an actual DX renderer.
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