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Rapidq compiler version 9 0 upgrade
Rapidq compiler version 9 0 upgrade









rapidq compiler version 9 0 upgrade
  1. Rapidq compiler version 9 0 upgrade install#
  2. Rapidq compiler version 9 0 upgrade generator#
  3. Rapidq compiler version 9 0 upgrade driver#
  4. Rapidq compiler version 9 0 upgrade full#
  5. Rapidq compiler version 9 0 upgrade code#

Note that this question, and answer, pertain to CUDA 4.

Rapidq compiler version 9 0 upgrade code#

Pass that local directory to nvcc via the -compiler-bindir option, and you should be able to compile CUDA code without affecting the rest of your system. Create a local directory and then make symbolic links to the supported gcc version executables. There is an option to nvcc -compiler-bindir which can be used to point to an alternative compiler.

Rapidq compiler version 9 0 upgrade install#

Your only solution is to install a gcc 4.4 version as a second compiler (most distributions will allow that). You cannot use them, and the restriction is non-negotiable. Gcc 4.5 and 4.6 are not supported with CUDA - code won't compile and the rest of the toolchain, including cuda-gdb, won't work properly. Downgrading is not an option as gcc4.6 has a whole system as a dependency at this point.

Rapidq compiler version 9 0 upgrade driver#

Make: *** Error 1Īs some of the examples compile I reckon this is not a driver problem, but rather must have something to do with an unsupported gcc version. */" does not give a valid preprocessing token usr/include/c++/4.6/x86_64-linux-gnu/bits/gthr-default.h:251:1: error: pasting "_gthrw_" and "/* Android's C library does not provide pthread_cancel, check for #if _GNUC_ > 4 || (_GNUC_ = 4 & _GNUC_MINOR_ > 6)įrom that point on I got only a few of the examples to compile, it stops with: In file included from /usr/include/c++/4.6/x86_64-linux-gnu/bits/gthr.h:162:0,įrom /usr/include/c++/4.6/ext/atomicity.h:34,įrom /usr/include/c++/4.6/bits/ios_base.h:41,įrom /usr/local/cuda/include/thrust/iterator/iterator_categories.h:38,įrom /usr/local/cuda/include/thrust/device_ptr.h:26,įrom /usr/local/cuda/include/thrust/device_malloc_allocator.h:27,įrom /usr/local/cuda/include/thrust/device_vector.h:26, I found the line responsible in 81:/usr/local/cuda/include/host_config.h and changed it to: //#if _GNUC_ > 4 || (_GNUC_ = 4 & _GNUC_MINOR_ > 4) Initially it didn't compile at all giving: error - unsupported GNU version! gcc 4.5 and up are not supported! Then finally the SDK (both the 4.0.17 version). I have installed the developers driver (version 270.41.19) and the CUDA toolkit, Anyway, I grab the lightmap BMP and retouch it a tiny bit (otherwise the shadows are just too dark fo the game), by first downizing it and resizing it back to its original size (so that it will interpolate shades of grey and "smoothen" the shadows) and then apply a gamma correction factor of 4.0, which gives me a bitmap with 32 values of grey ranging from 224 to 255, as values lower than 224 seem to give far too dark shadows.I have troubles compiling some of the examples shipped with CUDA SDK. It allows you to load a BMP of the heightmap and select up to 5 textures for the various terrain heights, then it generates a BMP for the lightmap and another for the texture (which includes the info from the lightmap, so I guess it's just used as a temporary file or something). Never mind, I found a program called TerrTexGen which also generates lightmaps (though its primary function is to generate terrain texture maps, much in the same way as your program does). Do you want to give it a look? I could email it to you, it's ~200KB. And I've played with the idea of independent bodies of water with different levels, I could modify a routine I used in my Minesweeper clone on the 800XL for that).

Rapidq compiler version 9 0 upgrade full#

In the end I intend for it to be a full terrain editor (currently, the Carnivores 1 version will allow you to set a "sea level" in pretty much the same way as Terragen does, and I didn't know that program at the time. Later, in 1991 or 1992 I ported i to the PC's QuickBASIC, and a couple of years ago to RapidQ for Windows/Linux then this year I made some modifications so that I could use it for Carnivores. I realized the algorithm was amazingly similar to the FFT in its form and didn't need any recursion at all. It's based on the basic algorithm of them all, with a couple variations I introduced.

Rapidq compiler version 9 0 upgrade generator#

But when I upgraded my PC, I couldn't run it anymore (though later I reassembled the old one as I never get rid of the old parts -that's how I currently have 4 PCs, though I only use 2 of them regularly- and could run it there again).Īs for my heightmap generator, it started as a fractal landscape generator written in TurboBASIC on the Atari 800XL back then around 1989, +/- 1 year. later I somehow got a copy of version 4 and tried it on my PC (by the time I had finally acquired one, which wasn't all that long ago - 5 or 6 years, maybe). Later they finally hired a pro, so I couldn't do much with it anymore. And I learned to use 3dStudio back then when I was an intern at a TV station, they had it for some openings but didn't have anyone who'd use the (then powerful) 486 PC, so I gave it a try.











Rapidq compiler version 9 0 upgrade