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share|improve this answer answered Mar 15 '15 at 9:48 csundberg 11 add a comment| Your Answer draft saved draft discarded Sign up or log in Sign up using Google Sign Reputation: 785 Posts: 1,878 Joined: 24-April 12 Re: VS-2012 won't compile when i add a .hlsl file? That was all I had to do to get it to compile. And (although I've never used anything higher than VS2010 and haven't coded in C++ for awhile) there should be a place in the project settings to define which file is the

I ran the code and the programm started up as it should displaying a blue dirx screne the only problem was that i think that it didn't compile my shader because mTheta += dx; mPhi += dy; // Restrict the angle mPhi. Reputation: 785 Posts: 1,878 Joined: 24-April 12 Re: VS-2012 won't compile when i add a .hlsl file? Runnable means that someone should be able to take the code as is, compile and/or run it, and reproduce your problem.

what you need to do is go to solution explorer, find your fx file, right click on it and go to properties. mRadius += dx - dy; // Restrict the radius. Suggestions? –antf Jan 5 '15 at 12:55 add a comment| 3 Answers 3 active oldest votes up vote 7 down vote The option below only works on Visual Studio 2012 or How would a vagrant civilization evolve?

having your Platform Toolset set to v120 (VS2013)). Browse other questions tagged directx10 or ask your own question. Yeah I've got to stop using ":P" but I just cannot! I'm only able to find TextureVertexShader... *cough* permalinkembedsaveparentgive gold[–]Anonim3838[S] 1 point2 points3 points 1 year ago*(4 children)That was so silly...

Time Elapsed 00:00:00.05 I can easily compile the downloaded code, but I want to know how to fix this error myself. I had to right click on "Source Files" and add a blank .cpp file for each section of code and copy and paste it. All rights reserved.REDDIT and the ALIEN Logo are registered trademarks of reddit inc.Advertise - technologyπRendered by PID 1805 on app-535 at 2016-10-15 03:34:27.718037+00:00 running 57dd115 country code: DE. MSG msg; HACCEL hAccelTable; // Initialize global strings LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING); LoadString(hInstance, IDC_BAREBONESWINPROJECT, szWindowClass, MAX_LOADSTRING); MyRegisterClass(hInstance); // Perform application initialization: if (!InitInstance (hInstance, nCmdShow)) { return FALSE; } hAccelTable =

permalinkembedsaveparentgive gold[–]Anonim3838[S] 1 point2 points3 points 1 year ago(0 children)Sorry, I messed up, I tried to say that I changed it to DXGI_FORMAT_R32G32B32_FLOAT and it does not work too permalinkembedsaveparentgive goldaboutblogaboutsource codeadvertisejobshelpsite rulesFAQwikireddiquettetransparencycontact It's clear that your shader file thinks that your entry point is main when it should be WinMain for a Win32 application. But maybe not? The following compiles the Vertex Shader using Shader Model 5.0 fxc simple.fx /Tvs_5_0 /EVSSkinnedmain The following compiles the Pixel Shader using Shader Model 5.0 fxc simple.fx /Tps_5_0 /EPSSkinnedmain Note that if

But I believe the linker looks for that _tWinMain to determine where the code begins and I think it will search all files for it. _tWinMain is defined as wWinMain, which Not the answer you're looking for? New tech, old clothes Why is absolute zero unattainable? Is the mass of a singular star almost constant throughout it's life?

One of the nice new features in VS 11 is that the IDE actually understands .hlsl and .fx extension files and the HLSL complier. Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #11 BBeck Here to help. I think it might help. XMVECTOR pos = XMVectorSet(x, y, z, 1.0f); XMVECTOR target = XMVectorZero(); XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(pos, target, up); XMStoreFloat4x4(&mView, V); } void BoxApp::DrawScene() { md3dImmediateContext->ClearRenderTargetView(mRenderTargetView,

Did you overwrite your main .cpp file with another file? on Oct 26 `15 posted by: Kabak question Views: 567 I love you iedoc on Oct 07 `15 posted by: IamU4 question Views: 516 Give us a challenge on Oct 09 That's how I got the error message. If you wish to continue this conversation start a new topic.

Properties > General > Platform Toolset to v100 (VS2010), so you won't see the HLSL Compiler options that zdd mentions in their answer because that comes with later versions of VS's Are independent variables really independent? This post has been edited by BBeck: 05 June 2013 - 01:09 PM Was This Post Helpful? 1 Back to top MultiQuote Quote + Reply #9 stayscrisp フカユ Reputation: 1038 Reputation: 785 Posts: 1,878 Joined: 24-April 12 Re: VS-2012 won't compile when i add a .hlsl file?

No Referral Links: Please refrain from posting referral links to Amazon or other sites. Exploded Suffixes What is the most expensive item I could buy with £50? do I also have to set it to shader 5 considering it is mentioning vs_5_0 in the shader file? By doing this you can then set the entry point to your Technique name - which in your case is "RenderConstantBuffer".

maybe. If I recall correctly, all of the files in your project will compile down to .obj files. Proposed as answer by Jeff SandersMicrosoft employee, Moderator Friday, January 27, 2012 5:27 PM Marked as answer by Bob_BaoMVP Tuesday, February 07, 2012 6:14 AM Edited by Chuck Walbourn - MSFTMicrosoft This code expects a World, View, and Projection matrix as well as a texture with UV coordinates in the vertices.

Learn how to write the perfect question. UPDATE heap table -> Deadlocks on RID New tech, old clothes Why did it take 10,000 years to discover the Bajoran wormhole? How do I answer why I want to join a smaller company given I have worked at larger ones? The error I get is: error X3501: 'Texture Vertex Shader' : entrypoint not found.

When must I use #!/bin/bash and when #!/bin/sh? Was This Post Helpful? 0 Back to top MultiQuote Quote + Reply #6 BBeck Here to help. Thanks! 8 commentsshareall 8 commentssorted by: besttopnewcontroversialoldrandomq&alive (beta)[–]NasenSpray 1 point2 points3 points 1 year ago(7 children)Can you post the code that's causing the error, the calls to D3DX11CompileFromFile()? float dx = XMConvertToRadians(0.25f*static_cast(x - mLastMousePos.x)); float dy = XMConvertToRadians(0.25f*static_cast(y - mLastMousePos.y)); // Update angles based on input to orbit camera around box.

I know a lot of tutorial stuff gets into shading really early. My problem was that I created an empty solution/project and then brought in source files. Setting up Direc... share|improve this answer edited Jun 27 '15 at 16:50 answered Jun 27 '15 at 11:03 rekotc 4619 add a comment| up vote 0 down vote I equally have been working with

until I added the .fx file into the project in solution explorer. Are independent variables really independent? It's all the stuff you would normally do without the custom shader and then plus the call to the custom shader. Message the Moderators with suggestions or to rescue posts from the spam filter Chat on our official IRC at #learnprogramming on Freenode using a client or webchat!

output.color = input.color; return output; } //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 ColorPixelShader(PixelInputType input) : SV_Target { return input.color; } //////////////////////////////////////////////////////////////////////////////// // Technique //////////////////////////////////////////////////////////////////////////////// technique10 ColorTechnique { pass pass0 { SetVertexShader(CompileShader(vs_4_0, share|improve this answer answered Sep 18 '12 at 20:06 Sts 1 -1 Please at least summarize solutions from links in case they get deleted. –Markus von Broady Oct 4 I'm glad I looked it up; I think there might be some stuff I can use in here. but when you compile with fxc.exe, which is what visual studio uses to compile hlsl shaders, it needs a main function.

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