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fatal error LNK1104: cannot open file 'd3dx9.lib'

 
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fatal error LNK1104: cannot open file 'd3dx9.lib', I'm very new in this direct-x programming. Hope can find the way t

iry
post 22 Aug, 2008 - 12:12 PM
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I am using visual studio team system 2008 and I try to run code with d3dx9 library but it doesn't work if I run a code using only d3d9 library the code compile and run without any problems. The d3dx9 and d3d9 libraries are in the same folder. And to use the code properly I can not ignore this library.

I do added "d3dx9.lib" to project's propertise > configuration propertise > Linker >Input
and include the lib folder at tools > option > projects and solution > vc++ directories > (win32)include files & library files, but doesn't work.

the code i'm trying to compile:
(taken from this page:http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B6.aspx#still)

CODE

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

// define the screen resolution and keyboard macros
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL;    // the pointer to the vertex buffer

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations

struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = (WNDPROC)WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    // wc.hbrBackground = (HBRUSH)COLOR_WINDOW;    // not needed any more
    wc.lpszClassName = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
                          WS_EX_TOPMOST | WS_POPUP, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL, NULL, hInstance, NULL);

      ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        DWORD starting_point = GetTickCount();

        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
                break;

            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        render_frame();

        // check the 'escape' key
        if(KEY_DOWN(VK_ESCAPE))
            PostMessage(hWnd, WM_DESTROY, 0, 0);

        while ((GetTickCount() - starting_point) < 25);
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = FALSE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;
    d3dpp.EnableAutoDepthStencil = TRUE;    // automatically run the z-buffer for us
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;    // 16-bit pixel format for the z-buffer

    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

    init_graphics();    // call the function to initialize the triangle

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer

    return;
}


// this is the function used to render a single frame
void render_frame(void)
{
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene();

    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);

      // set the view transform
      D3DXMATRIX matView;    // the view transform matrix
    D3DXMatrixLookAtLH(&matView,
                       &D3DXVECTOR3 (0.0f, 0.0f, 15.0f),   // the camera position
                       &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),    // the look-at position
                       &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction
    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView

    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,    // the near view-plane
                               100.0f);    // the far view-plane
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);     // set the projection


    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

    D3DXMATRIX matTranslateA;    // a matrix to store the translation for triangle A
    D3DXMATRIX matTranslateB;    // a matrix to store the translation for triangle B
    D3DXMATRIX matRotateYA;    // a matrix to store the rotation for each triangle
    D3DXMATRIX matRotateYB;    // a matrix to store the rotation for the reverse sides
    static float index = 0.0f; index+=0.05f; // an ever-increasing float value

    // build MULTIPLE matrices to rotate and translate the model
    D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f);
    D3DXMatrixTranslation(&matTranslateB, 0.0f, 0.0f, -2.0f);
    D3DXMatrixRotationY(&matRotateYA, index);    // the front side
    D3DXMatrixRotationY(&matRotateYB, index + 3.14159f);    // the reverse side

    // tell Direct3D about each world transform, and then draw another triangle
    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateYA));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateYB));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB * matRotateYA));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB * matRotateYB));
    d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);

    d3ddev->EndScene();

    d3ddev->Present(NULL, NULL, NULL, NULL);

    return;
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
      t_buffer->Release();    // close and release the vertex buffer
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D

    return;
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
    // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX t_vert[] =
    {
        { 2.5f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { -2.5f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };

    // create a vertex buffer interface called t_buffer
    d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &t_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock t_buffer and load the vertices into it
    t_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, t_vert, sizeof(t_vert));
    t_buffer->Unlock();

    return;
}


can someone help me up...?
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Salv0
post 22 Aug, 2008 - 12:35 PM
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Well, comment the #pragma directives wink2.gif

If you add the lib files with: propertise > configuration propertise > Linker >Input> additional dep, you can't use the pragma.
Just choose one of the two tongue.gif

This post has been edited by Salv0: 22 Aug, 2008 - 12:37 PM
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iry
post 22 Aug, 2008 - 12:45 PM
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QUOTE(Salv0 @ 22 Aug, 2008 - 01:35 PM) *

Well, comment the #pragma directives wink2.gif

If you add the lib files with: propertise > configuration propertise > Linker >Input> additional dep, you can't use the pragma.
Just choose one of the two tongue.gif


thanks for the tips. but it doesn't work too..
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KYA
post 22 Aug, 2008 - 04:40 PM
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#include <nerd.h>

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Did you install the latest DirectX SDK? (I have June 2008, but I think they just released another).

Those libs go in the system folder.
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iry
post 22 Aug, 2008 - 10:06 PM
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QUOTE(KYA @ 22 Aug, 2008 - 05:40 PM) *

Did you install the latest DirectX SDK? (I have June 2008, but I think they just released another).

Those libs go in the system folder.


isit? i try it nw
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iry
post 23 Aug, 2008 - 09:04 AM
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error:
FCG-Assignment1.obj : error LNK2019: unresolved external symbol _Direct3DCreate9@4 referenced in function "void __cdecl initD3D(struct HWND__ *)" (?initD3D@@YAXPAUHWND__@@@Z)

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KYA
post 23 Aug, 2008 - 09:30 AM
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#include <nerd.h>

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it cannot find the lib file to find the definition of that function
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iry
post 23 Aug, 2008 - 11:37 PM
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QUOTE(KYA @ 23 Aug, 2008 - 10:30 AM) *

it cannot find the lib file to find the definition of that function


means how? blink.gif
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KYA
post 24 Aug, 2008 - 07:34 AM
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#include <nerd.h>

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Did you install the DirectX SDK? Did you put the \include folder into your \include folder of your compiler?
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WolfCoder
post 24 Aug, 2008 - 10:31 AM
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ギュウ~

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Make sure the .lib file is where you think it is. I always copy it and paste it into my project root and then add it to my project to make sure. This way I can even move it around on my thumb drive with no worries.

This post has been edited by WolfCoder: 24 Aug, 2008 - 10:31 AM
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