HOwever, Managed DX does not appear in the Prerequisites options in teh
publish tab and nor does managed DX get automatically downloaded when the
target machine tries to install.
The Managed Docs specify to install the redists with a /InstallMangedDX
flag, but that does not work on the redistributable set included in the SDK
('Invalid Command line switch').
I'm also reading that there may be issues with trying to install the
downloadable redist on machines with DX on already (didn't quite get that
one).
Finally, I find I'm using build 2902 for the main part and hope that this
is the JUne 2005 update which is what I have installed in program files.
Is there an easy way to do this?
Iain
--
Iain Downs (DirectShow MVP)
Commercial Software Therapist
www.idcl.co.uk
to /installmanageddx switch hasn't existed or worked for about 4 SDKs now -
if its still in the managed docs then click the link at the bottom of the
page to send feedback and ask for it to be removed.
You may find workaround on how to extract the managed files and install them
manually but its not allowed by the DirectX EULA, nor is it wise becuase you
may need more than just the managed files.
The OFFICIAL line is that you need to include the DX redist file that
matches the SDK you are using (the managed files, and usually D3DX native
changed each release). Include the whole file and call it from your
installer. If you need managed DirectX this must be called after you have
checked for the existance of .Net 1.1 or installed .Net 1.1. Yes its a big
file - I believe the directX team are looking at ways to imprive this
experience. This should work 100% of the time. Most if the issues you read
about are people trying to work around the system.
The DX redist is an optional install as part of the SDK or can be downloaded
from Microsoft.com
--
Zman (mailto:zm...@thezbuffer.com)
http://www.thezbuffer.com
News and Resources for Managed DirectX
"Iain" <Ia...@idclTAKEAWAY.co.uk> wrote in message
news:bebu7qyl8dec.4...@40tude.net...
> I don't believe there is an easy way to include it by using those
> prerequsites.
>
> to /installmanageddx switch hasn't existed or worked for about 4 SDKs now -
> if its still in the managed docs then click the link at the bottom of the
> page to send feedback and ask for it to be removed.
>
> You may find workaround on how to extract the managed files and install them
> manually but its not allowed by the DirectX EULA, nor is it wise becuase you
> may need more than just the managed files.
>
> The OFFICIAL line is that you need to include the DX redist file that
> matches the SDK you are using (the managed files, and usually D3DX native
> changed each release). Include the whole file and call it from your
> installer. If you need managed DirectX this must be called after you have
> checked for the existance of .Net 1.1 or installed .Net 1.1. Yes its a big
> file - I believe the directX team are looking at ways to imprive this
> experience. This should work 100% of the time. Most if the issues you read
> about are people trying to work around the system.
>
> The DX redist is an optional install as part of the SDK or can be downloaded
> from Microsoft.com
Thanks that helped (and big and brutal is perfectly OK with me!).
I suspect I have some sort of version discrepancy between what I built with
and what I installed because some graphic images appear corrupt.
Ah - png and gif are corrupt. bmp are OK. Any ideas?
There has been some issue with the TextureFromFile functions I seem to
remember - search the newgroup and msdn forums. Maybe you are building
against one of the ones with that problem. If it works on your dev machine
then get the same SDK on the production machine.
--
Zman (mailto:zm...@thezbuffer.com)
http://www.thezbuffer.com
News and Resources for Managed DirectX
"Iain" <Ia...@idclTAKEAWAY.co.uk> wrote in message
news:1scc4v8pdbbyj$.14ni1levx0okp$.dlg@40tude.net...
While we acknowledge the managed docs need some work, the reason the
'/installmanageddx' flag is no longer valid is that it was typically not
being used correctly. Instead of requiring an 'opt-in' flag, the DirectX
redist now always installs the DX managed components as long as the .NET
runtime is present on the system. A managed application already has a
dependancy on the .NET runtime, which should be checked for first by the
app's install as the previous poster pointed out.
Note that you can cut down the size of the DirectX Redist based on the needs
of your application and the platforms you are supporting. See the "DirectX
Documentation of C++" topic "Installing DirectX with DirectSetup" for full
details.
--
Chuck Walbourn
SDE, Windows Gaming & Graphics
This posting is provided "AS IS" with no warranties, and confers no rights.
>>> to /installmanageddx switch hasn't existed or worked for about 4 SDKs
>>> now -
>>> if its still in the managed docs then click the link at the bottom of the
>>> page to send feedback and ask for it to be removed.
>
> While we acknowledge the managed docs need some work, the reason the
> '/installmanageddx' flag is no longer valid is that it was typically not
> being used correctly. Instead of requiring an 'opt-in' flag, the DirectX
> redist now always installs the DX managed components as long as the .NET
> runtime is present on the system. A managed application already has a
> dependancy on the .NET runtime, which should be checked for first by the
> app's install as the previous poster pointed out.
>
> Note that you can cut down the size of the DirectX Redist based on the needs
> of your application and the platforms you are supporting. See the "DirectX
> Documentation of C++" topic "Installing DirectX with DirectSetup" for full
> details.
I've found an bootstrapper by Chris Smith which is intended to add MDX as a
pre-requisite for VS2005.
I've manage to tweak it for OCt SDK, but it still doesn't actually install.
I have no idea why (though it may be to do with the before and after check
for the Version of the DirectX dll). Has anyone got a workign
bootstrapper?
Chris is now updating this for Oct SDK. Which will be good!