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I'm using VS2008 on a Windows Vista 64-bit machine. Compiling and building the
32-bit POV-Ray app (3.7 beta 32) succeeds; however when I try to run it I get
the following error message from pvengine.cpp:
"ERROR : Cannot find Home entry in registry (and cannot infer
it).\n\n"
"This entry should have been set by the installation
program.\n\n"
"POV-Ray can usually infer the installation path but that
requires a\n"
"standard layout of directories, which also seems to be
absent.\n\n"
"If you did not install using the correct installation
procedure, please\n"
"do this before running POV-Ray for Windows. You can also try
running\n"
"with the '/INSTALL' or '/INSTALL <installdir>' option.",
"Critical Error",
I'm assuming this is due to the lack of 64-bit boost libraries. Is that the
case?
And if so, do you have any suggestions on a good reference to build these
libraries? I've been searching online and tried everything there but so far no
luck yet.
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From: Thorsten Froehlich
Subject: Re: Building for a 64-bit architecture
Date: 6 Aug 2009 13:14:26
Message: <4a7b0f72@news.povray.org>
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Samour wrote:
> I'm using VS2008 on a Windows Vista 64-bit machine. Compiling and building the
> 32-bit POV-Ray app (3.7 beta 32) succeeds; however when I try to run it I get
> the following error message from pvengine.cpp:
>
> "ERROR : Cannot find Home entry in registry (and cannot infer
> it).\n\n"
> "This entry should have been set by the installation
> program.\n\n"
> "POV-Ray can usually infer the installation path but that
> requires a\n"
> "standard layout of directories, which also seems to be
> absent.\n\n"
> "If you did not install using the correct installation
> procedure, please\n"
> "do this before running POV-Ray for Windows. You can also try
> running\n"
> "with the '/INSTALL' or '/INSTALL <installdir>' option.",
> "Critical Error",
>
> I'm assuming this is due to the lack of 64-bit boost libraries. Is that the
> case?
You did read the message, right? Did you try following its instructions?
> And if so, do you have any suggestions on a good reference to build these
> libraries? I've been searching online and tried everything there but so far no
> luck yet.
Yes, the boost documentation at www.boost.org explains using bjam in great
detail. You can find them for each version of boost, for the latest version
it is at
<http://www.boost.org/doc/libs/1_39_0/more/getting_started/windows.html>,
and or older versions as well.
Thorsten
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From: Thorsten Froehlich
Subject: Re: Building for a 64-bit architecture
Date: 6 Aug 2009 13:21:19
Message: <4a7b110f@news.povray.org>
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Thorsten Froehlich wrote:
>> 32-bit POV-Ray app (3.7 beta 32) succeeds;
>> I'm assuming this is due to the lack of 64-bit boost libraries. Is
>> that the case?
BTW, after re-reading your message and to answer your question: No!
Thorsten
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Samour schrieb:
> I'm using VS2008 on a Windows Vista 64-bit machine. Compiling and building the
> 32-bit POV-Ray app (3.7 beta 32) succeeds; however when I try to run it I get
> the following error message from pvengine.cpp:
>
> "ERROR : Cannot find Home entry in registry (and cannot infer
> it).\n\n"
> "This entry should have been set by the installation
> program.\n\n"
> "POV-Ray can usually infer the installation path but that
> requires a\n"
> "standard layout of directories, which also seems to be
> absent.\n\n"
> "If you did not install using the correct installation
> procedure, please\n"
> "do this before running POV-Ray for Windows. You can also try
> running\n"
> "with the '/INSTALL' or '/INSTALL <installdir>' option.",
> "Critical Error",
>
> I'm assuming this is due to the lack of 64-bit boost libraries. Is that the
> case?
No - if you have come thus far, then you have successfully overcome the
boost obstacle already.
This error message is rather due to the lack of you having properly
installed POV-Ray 3.7; all you did was compile a binary. Theoretically,
you would now have to build an installer, and run that to properly
install the whole smash.
A much easier solution, however, is to simply install a proper official
3.7 beta release somewhere. Your home-brewn binary will then use the
auxiliary files (such as pvengine.ini, include files and such) of the
official installation.
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Thorsten Froehlich schrieb:
>> And if so, do you have any suggestions on a good reference to build these
>> libraries? I've been searching online and tried everything there but
>> so far no
>> luck yet.
>
> Yes, the boost documentation at www.boost.org explains using bjam in
> great detail. You can find them for each version of boost, for the
> latest version it is at
> <http://www.boost.org/doc/libs/1_39_0/more/getting_started/windows.html>,
> and or older versions as well.
I found that documentation rather poor. It took me some fiddling around
and experimenting with the parameters before I got it to compile the
particular 64-bit versions of the boost libraries I needed. I had the
feeling that the documentation is lagging behind both boost and bjam by
some version numbers.
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clipka <ano### [at] anonymousorg> wrote:
> Thorsten Froehlich schrieb:
> >> And if so, do you have any suggestions on a good reference to build these
> >> libraries? I've been searching online and tried everything there but
> >> so far no
> >> luck yet.
> >
> > Yes, the boost documentation at www.boost.org explains using bjam in
> > great detail. You can find them for each version of boost, for the
> > latest version it is at
> > <http://www.boost.org/doc/libs/1_39_0/more/getting_started/windows.html>,
> > and or older versions as well.
>
> I found that documentation rather poor. It took me some fiddling around
> and experimenting with the parameters before I got it to compile the
> particular 64-bit versions of the boost libraries I needed. I had the
> feeling that the documentation is lagging behind both boost and bjam by
> some version numbers.
Well I was able to build the source on a 32-bit machine and run the application.
Following the same steps on the 64-bit machine I was able to build and run the
32-bit app but got the error. So THAT is obviously not because of boost, and
may be a separate issue.
Now for the 64-bit version, I wasn't able to build the boost libraries so it
compiles okay, but I get a linking error specific to the libraries. Does anyone
have a 64-bit version of the boost libraries uploaded?
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clipka <ano### [at] anonymousorg> wrote:
> A much easier solution, however, is to simply install a proper official
> 3.7 beta release somewhere. Your home-brewn binary will then use the
> auxiliary files (such as pvengine.ini, include files and such) of the
> official installation.
Thanks for the suggestion. That works. No luck yet with the 64-bit version of
the application.
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OK I was finally able to build the 64-bit libraries and build the 64-bit app.
The trick (at least for me) was to use the pre-built bjam executable rather
than to build one from the source. Just copy bjam to the boost root directory
and do:
bjam --build-dir="C:\boost64" --build-type=complete --with-date_time
--with-thread --toolset=msvc stage address-model=64
However, I have the editor DLL issue now. The program opens but I can't do
anything. I replaced the '32' with '64' for cmedit32.dll and povcmax32.dll as
indicated. Here is the log of running the app with the debug switch:
1249923930: CWD is C:\povwin-src-3.7\windows\vs9\bin64
1249923930: Trying to load editor DLL from
'C:\povwin-src-3.7\windows\vs9\bin64\cmedit64.dll' [found]
1249923930: Could not load editor DLL
'C:\povwin-src-3.7\windows\vs9\bin64\cmedit64.dll', error code is 000000c1
1249923930: Trying to load editor DLL from
'C:\Users\User\AppData\Roaming\POV-Ray\v3.7\bin\cmedit64.dll' [found]
1249923930: Could not load editor DLL
'C:\Users\User\AppData\Roaming\POV-Ray\v3.7\bin\cmedit64.dll', error code is
000000c1
1249923932: Registry records version 3.7.0.beta.32.msvc9.unofficial-win64, and
we are 3.7.0.beta.32.msvc9.unofficial-win64
1249923932: Entering GetMessage loop
What is this error code 000000c1?
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Samour schrieb:
> However, I have the editor DLL issue now. The program opens but I can't do
> anything. I replaced the '32' with '64' for cmedit32.dll and povcmax32.dll as
> indicated. Here is the log of running the app with the debug switch:
>
> 1249923930: CWD is C:\povwin-src-3.7\windows\vs9\bin64
> 1249923930: Trying to load editor DLL from
> 'C:\povwin-src-3.7\windows\vs9\bin64\cmedit64.dll' [found]
> 1249923930: Could not load editor DLL
> 'C:\povwin-src-3.7\windows\vs9\bin64\cmedit64.dll', error code is 000000c1
> 1249923930: Trying to load editor DLL from
> 'C:\Users\User\AppData\Roaming\POV-Ray\v3.7\bin\cmedit64.dll' [found]
> 1249923930: Could not load editor DLL
> 'C:\Users\User\AppData\Roaming\POV-Ray\v3.7\bin\cmedit64.dll', error code is
> 000000c1
> 1249923932: Registry records version 3.7.0.beta.32.msvc9.unofficial-win64, and
> we are 3.7.0.beta.32.msvc9.unofficial-win64
> 1249923932: Entering GetMessage loop
>
> What is this error code 000000c1?
ERROR_BAD_EXE_FORMAT
I'm actually a bit surprised that you expect just renaming the editor
DLL will make it run with 64-bit POV-Ray. Why not just compile it anyway?
You could also take it from an original 64-bit release I guess.
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> ERROR_BAD_EXE_FORMAT
>
> I'm actually a bit surprised that you expect just renaming the editor
> DLL will make it run with 64-bit POV-Ray. Why not just compile it anyway?
>
> You could also take it from an original 64-bit release I guess.
I thought it was strange that it would only be a rename, but it wasn't clear in
the guide that the dll's needed to be rebuilt it says "if building for Win64
then just replace the '32' with '64'". Anyways I took the DLLs from the 64
release and it works now. Thanks.
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