gdkchan / Ohana3DS-Rebirth

WIP new version of Ohana3DS in C#.
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Doesn't build properly in 64 bit. #22

Open ghost opened 8 years ago

ghost commented 8 years ago

image

Here is a pic of the debugger when I attempt to import a model into a 64 bit build. It is required to have 64 bit to batch rip a whole folder of models without manually finding the texture files for every single file. because I have to load ALL of the texture files. All of them load fine separately, but having both all of the models and all of the textures causes ohana to run out of memory.

gdkchan commented 8 years ago

It's due to Managed Directx, the assemblies were compiled for 32-bits and therefore only works on 32-bits. If a 64-bits application tries to use it, then the exception is throw.

Also opening thousands of files is not really a good thing. Would be better to add a dialog to mass export from a folder, and then process each file one by one, instead of loading a lot of files at once on memory. I may implement that at some point.

ghost commented 8 years ago

Ah ok. Did some googling and it looks like managed directx is long deprecated. I don't code, so would it be possible to switch to slimdx in a far future update (once more important things are added) without a full rewrite?

gdkchan commented 8 years ago

An almost complete rewrite of RenderEngine.cs would be necessary to do such a change. Luckely I only restricted DirectX stuff to this class, so its the only file that would need to be touched. That said, Im still deciding about what I'll do related to the MDX issues.