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Regarding the D3D thing, what sample is that? I do not even have a file called "d3dapp.cpp". Maybe it is an older sample that is not included in the latest DX SDK?
In any case, it sounds ike you are missing a #include somehwere.
That error appears to be defined in 'winerror.h'.
As for kX plugins, I find it easiest to do the following:
Copy all files from the demo plugin folder (except da_demo.cpp and demo.da) to a new folder.
Then with the following files:
demo.h
demo.cpp
demo.dsp
demo.dsw
simple.cpp
Rename demo.* files to your new plugin/project name.*.
Do a search and replace all (with "Preserve Case" option (I use UltraEdit for this)), and replace all references to the word 'demo' (in the above files) with the name of your plugin (as it should appear in the source code, not the DSP, i.e. using C++ namng conventions (i.e. no spaces, etc)). It usually takes me less than a minute to do all the files. Then you just open the workspace and edit the source code.
When you export your dane source code to C++, just make sure you edit the da_your_plugin.cpp file to use the C++ name instead of the name used in the DSP (anywhere the name appears that is not enclosed in quotes).
As for plgmath.h, it used to be in the demo plugin folder, but it was moved in later versions of the SDK to the 'SDK/h/interface' folder. That should not give you any problems.
Yes, it is a .dll renamed to .kxl.
Using the Visual Designer (dialog editor)?, unfortunatley, no. You manually create and place your controls in your code, as in the demo plugin.
Yes, you can change the DSP code from C++ using the various write_instruction functions, but maybe we should wait until you get to that point, and you can tell us exctly what you want to do, with the Dane source code, and we can tell you if you can do it, and how, etc.
Did I miss anything?
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