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RE: [Openexr-user] Fwd: Question about openEXR-1.6.1


From: Okubo hiroyuki
Subject: RE: [Openexr-user] Fwd: Question about openEXR-1.6.1
Date: Fri, 19 Sep 2008 11:54:13 -0700

Ok. I checked my shaders_p.dll with dependency walker.
It tells me that the dll requires all openEXR DLL such as(IlmImf,Half,Iex,etc..) So I put all those libs into C:\Program Files\Autodesk\Maya2008\bin folder.. and It worked. I supposed that the shader was linked statically but it is not... So how do I link statically...
     answer: make sure OPENEXR_DLL is not defined in any of your projects

but I am not sure where I can find this "OPENEXR_DLL" part.
Could some one give me more detail of it, please?
Thanks.

Hiro


From: "Nick Porcino" <address@hidden>
To: "Ger Hobbelt" <address@hidden>,"Dave Lajoie"
<address@hidden>,"Okubo hiroyuki" <address@hidden>
CC: <address@hidden>
Subject: RE: [Openexr-user] Fwd: Question about openEXR-1.6.1
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To be clear, is the question

- how do I link statically with OpenEXR on Windows?

     answer: make sure OPENEXR_DLL is not defined in any of your
projects

or

- what DLLs need to be in the path for OpenEXR when used dynamically on
Windows?

     short answer: all of the ones in the package, and zlib
     longer answer: if you run depends.exe in the VS distribution,
     open your plugin after running depends from the command line in
     the directory your plugin resides.  Any missing DLL's will be
     identified and highlighted in red.


-----Original Message-----
From: address@hidden
[mailto:address@hidden On
Behalf Of Ger Hobbelt
Sent: Thursday, September 18, 2008 9:33 AM
To: Dave Lajoie; Okubo hiroyuki
Cc: address@hidden
Subject: Re: [Openexr-user] Fwd: Question about openEXR-1.6.1

Excellent plug, Dave! ;-)

I'll forward this to Mr. Hiroyuki - haven't heard from him yet
subscribing to this ML and he's the one who submitted this particular
question over at my place (see bottom part of email). I'd very much
prefer to see this discussion happening in this ML as I expect others
using OpenEXR will benefit from it as well in the future (heck, I
might end up having to check the answers myself later on. ;-) )

After this email of mine, I expect Mr. Hiroyuki to pick up the
conversation and answer your question below on this ML (just to
prevent useless back-and-fro juggling by me).

Thanks,

Ger


--------------------------------

On Thu, Sep 18, 2008 at 6:04 PM, Dave Lajoie <address@hidden>
wrote:
> Hi my name is Dave Lajoie, product designer rendering, Maya Team. I
just registered to the list since in Maya 2009 we have a very strong
openEXR support with our new render passes (mental ray). Sorry for the
shameless plug.
>
> I want to provide some information about openEXR library. In  mental
ray 3.5, the openEXR library was external to mental ray, contained in a
dll/so
> In mental ray 3.6, the openEXR is statically linked in mental ray. I
believe the openEXR version used is 1.6
> How many dlls are required for your shader?
>
> Dave.
>
> On 18/09/08 4:49 AM, "Ger Hobbelt" <address@hidden> wrote:
>
> Hi,
>
> Forwarded this to the ML in hopes someone's got an idea for a working
> answer here. I hope Mr. Hiroyuki subscribes to the ML asap, so he can
> see what you guys have to say as well.
> Please tell me if -user is the proper spot for this, or that we should
> move off to the -devel ML? thanks!
>
> See the original email below the second line of dashes.
>
> Preliminary answer follows here:
> ----------------------------------
>
> Dear Mr. Hiroyuki,
>
> Best advise I can give right now is subscribe to the OpenEXR mailing
> lists (-user and -devel at least) at the place where it all came from:
>
> http://www.openexr.com/mailinglist.html
>
>
> I forward this question to the -- I hope appropriate -- user ML (see
> web page above), as I have _no_ experience with MAYA and am using
> OpenEXR for quite different purposes, so I don't know what the Maya
> specific requirements are for a shader to show up and work. (I have
> written a few 3dsmax bits once and there and then you even had to use
> the _exact_ same compiler as they did, so your issue may be something
> like that for Maya shaders/plugins, as well.)
>
>
> Given my uber-n00bness regarding things Maya, the way I'd approach
> this would be to verify my build setup in a somewhat round-about way:
>
> 0) Check their (= Autodesk/Maya) advice/documentation regarding the
> compiler to use. Like I said, in the past, for 3dsmax, you had to
> perform some additional magic when you were NOT using their 'advised'
> compiler -- this has to do with both heap allocation and C++ name
> mangling. Don't know if those culprits apply to Maya as well.
>
> 1) look in their SDK for MSVC projects that create .mi plugins/shaders
> and check those compiler and linker settings with my own, bit for bit
> and use my generic experience of what may work together and what not
> (Unicode vs. MBCS, for instance, can produce some 'nice' run-time
> bugs, so can different compiler/run-time library versions).
>
> 2) Grab a few .mi files that work (from my 5' look at Maya once, I
> seem to recall those are renamed .dll's, right?) and get the 'depends'
> tool to check their DLL dependencies compared to the DLLs produced by
> my projects. When different run-time (MSVC*.DLL, ...) dll's are in
> use, that may be a hint why Maya rejects your own produce.
> 'depends' can be had here:
>
> http://www.dependencywalker.com/
>
> 3) ... out of ideas right there ...
>
>
>
>
>
> Original email:
> ----------------------------------
>
> ---------- Forwarded message ----------
> From: Okubo hiroyuki <address@hidden>
> Date: Thu, Sep 18, 2008 at 7:29 AM
> Subject: Question about openEXR-1.6.1
> To: address@hidden
>
>
> Hello. hebbut. I just found your site from google.
> I am a Lighting TD at a company called RIOT in santa monica.
> I am trying to compile shaders_p v.3.2 beta 9 for Maya (2008 SP1 or
> Ext2) with openEXR-1.6.1.
> I compiled openEXR part ,linked with shaders_p then compiled shaders_p
> without any errors.
> I installed dll and mi file into mentalray folder in maya folder. when
> I start maya, it loads fine but
> when I start to render, it pops up the following error..
>
> // Warning: (Mayatomr.Custom) : C:/Program
> Files/Autodesk/Maya2008/mentalray/include/hero.mi: couldn't find
> shader library //
>
> I even used your pre-compile OpenEXR lib from your site. but no luck.
> I took the open_exr_saver shader(which involve openEXR lib) out from
> Visual studio project to make sure if the linking part of openExr is
> wrong, and then shaders worked fine. So I guess some setting of
> openEXR in VC is something wrong. but I can't figure that out. By the
> way, the precomiled shader a guy made works fine. so I am doing
> something wrong.
> Could you point me in the right direction when you have a chance,
please?
>
> My work environments are follow
>
> windows Vista(x86)
> Maya2008 Ext2 32bit (mental ray for Maya9.0.1)mental ray
version(3.6.51.0)
> Visual Studio 2005(32bit)
>
> I also attached my Visual Studio project file.
> Any help would be appreciated.
> Thank you very much.
>
>
> Hiroyuki
> address@hidden
>
>
>
>
> --
> Met vriendelijke groeten / Best regards,
>
> Ger Hobbelt
>
> --------------------------------------------------
> web: http://www.hobbelt.com/
>  http://www.hebbut.net/
> mail: address@hidden
> mobile: +31-6-11 120 978
> --------------------------------------------------
>
>
> _______________________________________________
> Openexr-user mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/openexr-user
>
>
>



--
Met vriendelijke groeten / Best regards,

Ger Hobbelt

--------------------------------------------------
web: http://www.hobbelt.com/
 http://www.hebbut.net/
mail: address@hidden
mobile: +31-6-11 120 978
--------------------------------------------------


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