Author Topic: Compiling on 64-bit for C3D  (Read 2389 times)

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sinc

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Compiling on 64-bit for C3D
« on: December 09, 2008, 01:12:17 PM »
I'm getting my new Vista-64 system setup for development.  Anyone done this?

I'm in the process of downloading the ObjectARX kits right now for 2008 and 2009.  I develop for C3D, which only has a 32-bit version.  So I think I want to link in to the 32-bit version of the managed libraries in the ObjectARX kits...?

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Re: Compiling on 64-bit for C3D
« Reply #1 on: December 09, 2008, 01:39:55 PM »
I don’t think it matters, as long as you have copy local is set to false and you compile for any cpu. I could be wrong though.

sinc

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Re: Compiling on 64-bit for C3D
« Reply #2 on: December 10, 2008, 12:38:20 PM »
I linked it to the 32-bit ObjectARX kit, and everything works fine.  Didn't try using the 64-bit version, since this is working fine.

I'm guessing there's some difference between the two, or Autodesk would not have released two versions.  Anyone know what it is?  Or is it one of those things that matters for the C++ developers, but not for .NET?

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Re: Compiling on 64-bit for C3D
« Reply #3 on: December 10, 2008, 05:47:40 PM »
I believe it only matters with unmanaged code. Remember, the JITer does the compiling.

sinc

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Re: Compiling on 64-bit for C3D
« Reply #4 on: December 10, 2008, 05:54:54 PM »
What about the types, then?  If I use an "int" in C#, is it always 32-bit, even on a 64-bit system?  If so, how do we get a 64-bit "int"?

This 64-bit stuff is all brand new to me...

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Re: Compiling on 64-bit for C3D
« Reply #5 on: December 10, 2008, 06:06:37 PM »
The types are fixed I.e System.Int32, and System.Int64
The only type that changes size is the pointer which is handled by IntPtr