Symek, that was exactly what the problem was. I'd never checked that the latest install of g++ was being used. As soon as I updated this, everything compiled happily!
Thanks loads!
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Technical Discussion » 15.5.480 -unable to compile toolkit/samples/field3d
- abvariant
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Technical Discussion » 15.5.480 -unable to compile toolkit/samples/field3d
- abvariant
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Hi there!
Thanks very much for the replies. Although I managed to install gcc 4.8.5 just now, and it seems I'm getting the same errors…
From the same shell I'm running hcustom, if I run “gcc –version”, it tells me it's 4.8.5 so it's clearly looking at the correct version…
Also just tried the demo from here:
http://www.sidefx.com/docs/hdk15.0/_h_d_k__intro__compiling.html [sidefx.com]
for SOP_Star.C. Got a load of very similar errors.
Do you think there could be anything else missing here?
Thanks very much for the replies. Although I managed to install gcc 4.8.5 just now, and it seems I'm getting the same errors…
From the same shell I'm running hcustom, if I run “gcc –version”, it tells me it's 4.8.5 so it's clearly looking at the correct version…
Also just tried the demo from here:
http://www.sidefx.com/docs/hdk15.0/_h_d_k__intro__compiling.html [sidefx.com]
for SOP_Star.C. Got a load of very similar errors.
Do you think there could be anything else missing here?
Edited by abvariant - July 22, 2016 12:38:01
Technical Discussion » 15.5.480 -unable to compile toolkit/samples/field3d
- abvariant
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Thanks for the quick reply symek. It's CentOS 6.8 and gcc 4.4.7. This version should support c++11, right?
Technical Discussion » 15.5.480 -unable to compile toolkit/samples/field3d
- abvariant
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Hi there!
On Linux, I've sourced houdini_setup and have gone into toolkit/samples/field3d.
As instructed in the README, I then run the following:
hcustom -L $HDSO -l Field3D f3dtools.C
I then get a series of compiler errors. Things like:
/toolkit/include/UT/UT_StringHolder.h:251: error: expected ‘;’ before ‘noexcept’
/toolkit/include/GA/GA_EdgeGroup.h:60: error: ‘nullptr’ was not declared in this scope
/toolkit/include/SOP/SOP_Node.h:891: error: expected ‘;’ before ‘override’
…amongst other errors. Smells like there could be a missing compiler flag.
Has anyone successfully managed to compile this?
Technical Discussion » The New "import" keyword in H13
- abvariant
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Technical Discussion » The New "import" keyword in H13
- abvariant
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Thanks, I'll try a more recent version and see where that gets me.
Just to verify, did this actually work for you or not?
Just to verify, did this actually work for you or not?
Technical Discussion » The New "import" keyword in H13
- abvariant
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Ah interesting.
So the importTest node was actually create from scratch manually. I duplicated the code, params and node details from the directlighting node. So the importTest isn't a direct copt of directlighting.
Seems I missed off that default value for inOf. ops:
Still, it doesn't seem to be complaining about it. Just that the function doesn't exist.
So the importTest node was actually create from scratch manually. I duplicated the code, params and node details from the directlighting node. So the importTest isn't a direct copt of directlighting.
Seems I missed off that default value for inOf. ops:
Still, it doesn't seem to be complaining about it. Just that the function doesn't exist.
Technical Discussion » The New "import" keyword in H13
- abvariant
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So when building a test scene from scratch, the error about the “import” keyword never appears but it seems to think the directlighting() call is undefined, despite the fact that I have imported it:
opshop/vopmaterial1:32:5-18: Error 1066: Call to undefined function directlighting(string; bsdf; string; void; string; void; string; void; string; int; string; float; string; string; string; int; string; int; string; int; string; string; string; int; string; vector; string; vector; string; vector; string; float; string; int; string; vector). Candidates are: void directlighting(; … )
opshop/vopmaterial1:34:13-18: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:35:12-17: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:36:12-17: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:51:21-26: Warning 2018: Using uninitialized variable: direct
mantra: Could not find VEX shader ‘opshop/vopmaterial1’ (either .vfl or .vex)
Despite this, I've attached the file I used. The otl i created should be embedded. I've duplicated the directlighting node.
This time round it's like the “import” line is just being ignored…
opshop/vopmaterial1:32:5-18: Error 1066: Call to undefined function directlighting(string; bsdf; string; void; string; void; string; void; string; int; string; float; string; string; string; int; string; int; string; int; string; string; string; int; string; vector; string; vector; string; vector; string; float; string; int; string; vector). Candidates are: void directlighting(; … )
opshop/vopmaterial1:34:13-18: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:35:12-17: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:36:12-17: Error 1031: Invalid implicit cast from vector to void.
opshop/vopmaterial1:51:21-26: Warning 2018: Using uninitialized variable: direct
mantra: Could not find VEX shader ‘opshop/vopmaterial1’ (either .vfl or .vex)
Despite this, I've attached the file I used. The otl i created should be embedded. I've duplicated the directlighting node.
This time round it's like the “import” line is just being ignored…
Technical Discussion » The New "import" keyword in H13
- abvariant
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Well that actually looks like a useful error!
No, in my error lines there's no mention of contextual problems.
I'll throw together a quick scene and post it up asap. Thanks!
No, in my error lines there's no mention of contextual problems.
I'll throw together a quick scene and post it up asap. Thanks!
Technical Discussion » The New "import" keyword in H13
- abvariant
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Hi there Wolfwood,
Well I have a VOP node that I've made, that I use within a material builder in the SHOP. I've created it as a vex builder operator. Purely as a test, I'm trying to import it within that. I suppose that would work? Directlighting is a surface shader itself isn't it.
Are you also implying that as a header itself doesn't have any context per se, I won't be able to import anything into it? I am ultimately using the header in a shading context…
Well I have a VOP node that I've made, that I use within a material builder in the SHOP. I've created it as a vex builder operator. Purely as a test, I'm trying to import it within that. I suppose that would work? Directlighting is a surface shader itself isn't it.
Are you also implying that as a header itself doesn't have any context per se, I won't be able to import anything into it? I am ultimately using the header in a shading context…
Technical Discussion » The New "import" keyword in H13
- abvariant
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Hello all!
I've noticed that in Houdini 13, within the directlighting VOP node, the outer code reads:
import directlighting;
Rather than the old way of specifying the whole function.
This is good.
But how do I import functions? Whenever I place “import directlighting;” in the outer code of any of my nodes, I get the following error:
Failed to import function ‘directlighting’. (30,1:21)
In addition, I get an identical error when trying to import it within a header. Importing it in a header is what I actually want to do: my main aim is to call directlighting() from within a header.
What do I need to do to get imports working?
Thanks!
I've noticed that in Houdini 13, within the directlighting VOP node, the outer code reads:
import directlighting;
Rather than the old way of specifying the whole function.
This is good.
But how do I import functions? Whenever I place “import directlighting;” in the outer code of any of my nodes, I get the following error:
Failed to import function ‘directlighting’. (30,1:21)
In addition, I get an identical error when trying to import it within a header. Importing it in a header is what I actually want to do: my main aim is to call directlighting() from within a header.
What do I need to do to get imports working?
Thanks!
Technical Discussion » Calling dso-declared functions from a vfl
- abvariant
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Hi there!
So just to confirm, my VEXdso does seem to be loaded correctly, because in a houdini shell, i can see that my plugin functions have been registered.
It's just that whenever I run vcc externally to houdini, none of my plugin's functions are picked up. I feel there's maybe one essential thing I'm missing like an env var that needs to be set. Couldn't find anything in the docs though…
So just to confirm, my VEXdso does seem to be loaded correctly, because in a houdini shell, i can see that my plugin functions have been registered.
It's just that whenever I run vcc externally to houdini, none of my plugin's functions are picked up. I feel there's maybe one essential thing I'm missing like an env var that needs to be set. Couldn't find anything in the docs though…
Technical Discussion » Calling dso-declared functions from a vfl
- abvariant
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I had what is hopefully a quick question about dsos being used by vfl files.
I have a compiled dso, and in my vfl I am calling one of the functions that my dso declares. When using vcc to compile my vfl, it states that my function is undefined.
From within a houdini shell I can run:
$HFS/bin/vcc -X cvex
And I can see my the functions declared in my dso.
Exactly what do I need to do to get my external vfl files compiled, using my dso?
Thanks.
I have a compiled dso, and in my vfl I am calling one of the functions that my dso declares. When using vcc to compile my vfl, it states that my function is undefined.
From within a houdini shell I can run:
$HFS/bin/vcc -X cvex
And I can see my the functions declared in my dso.
Exactly what do I need to do to get my external vfl files compiled, using my dso?
Thanks.
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