GLU32.DLL needed?

BlitzMax Forums/BlitzMax Programming/GLU32.DLL needed?

TeaVirus(Posted 2006) [#1]
When I compile the following code:
SuperStrict

Framework BRL.D3D7Max2D
SetGraphicsDriver D3D7Max2DDriver()

Graphics 640,480,32

While Not KeyHit(KEY_ESCAPE)
	Cls

	
	If KeyDown(KEY_UP) Then SetColor 255,255,255 Else SetColor 128,128,128
	DrawText "UP",320,200

	If KeyDown(KEY_DOWN) Then SetColor 255,255,255 Else SetColor 128,128,128
	DrawText "DOWN",320,280

	If KeyDown(KEY_LEFT) Then SetColor 255,255,255 Else SetColor 128,128,128
	DrawText "LEFT",300,240

	If KeyDown(KEY_RIGHT) Then SetColor 255,255,255 Else SetColor 128,128,128
	DrawText "RIGHT",340,240
	
	Flip
Wend

End

and run it on a WinXP PC with an ArcadeVGA video card installed, it complains about GLU32.DLL not being available. I would think that this would require NO OpenGL components. Any idea why this is happening?

EDIT: Ok, after playing around a bit more I found that GLU32.DLL couldn't load because of a harddrive error. Still strange that a BMax app compiled using a DX7 framework would try to load GLU32.


skidracer(Posted 2006) [#2]
D3D7Max2D imports GLMax2D so in case of DirectX initialization failure it can fall back to gl drivers. It could possibly be removed.


TeaVirus(Posted 2006) [#3]
Aah, Ok. That makes sense. Thanks for the info. In the mean time I tried a Blitz+ version which failed with the same error. I then remembered that B+ has an OpenGL rendering mode. Rather than mess around with trying to remove the GL fallback mode from the DX7 driver I think I'll just get that harddrive replaced. =)