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README.msvc
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README.msvc
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Here are the steps I used to build and test the PS3Eye driver in
microsoft visual studio community 2013. I think this would probably
work with VS2015, but I haven't tested it. Tested with both Win32 and
x64 builds in Windows 7 and 10.
1. Create a working directory to hold stuff. I used c:\PS3EyeStuff.
2. Get the libusb binary package for VS2013. I used libusb-1.0.20.7z.
Unpack the file into your working directory. You may have to find the
7Zip extractor program and install it. Rename whatever version
specific directory you get to just libusb so the paths in the MSVC
project files know where to find the header and lib files. There
should be a libusb top level directory, with include directly
underneath it.
3. Get the SDL2 library. I used SDL2-2.0.4.zip. Unpack it into your
working directory. Rename whatever version specific directory to just
SDL2. Make sure you wind up with an SDL2 directory with include
directly underneath it.
4. Build the SDL library. Go to the VisualC subdirectory in your SDL2
directory and open SDL.sln. It will complain that you have opened a
project from an unknown source, allow this. It will also ask you to
upgrade the project to the current version of Visual Studio, allow
this as well. Build Debug and Release for Win32 and x64.
5. Clone the github repository into your working directory. Open up
Visual Studio and create a new project PS3EyeDriverMSVC in your
working directory, checking the box that says "Create a Directory for
the Solution". Click Next at the first screen, and then in the
Application Settings select the "Static Library" radio button.
Uncheck the "Precompiled Headers" and Security Development Lifecycle
checkboxes and hit "Finish"
In the PS3EyeDriverMSVC project, Do "Add existing Item" to add
"ps3eye.h" and "ps3eye_capi.h" from the PS3EyeDriver/src directory to
the Header Files section. Add "ps3eye.cpp" and "ps3eye_capi.c" to the
Source Files section.
Add libusb/include/libusb-1.0 from your working directory to the
"Additional Include Directories" properties for the project. Select
"All Configurations" when you do this so it sets up both Debug and
Release.
You should be able to build both "Debug" and "Release" configurations
now. If you get errors, check your include paths.
6. To test the driver, build the SDL example. Right click the
solution in the Solution explorer and do Add->New Project. Name the
project "SDLExample". In the application settings, check the "Windows
Application" checkbox, check "Empty Project" and uncheck "SDL Checks".
Hit "Finish".
Add main.cpp from PS3Eye/sdl to the Source Files for the SDLExample
project. Add libusb/include/libusb-1.0 from your working directory to
the Additional Include Files for the SDLExample project. Also add
SDL2/include and PS3Eye/src to the include files.
Add "SDL2.lib;SDL2Main.lib;libusb-1.0.lib;" to the "Additional
Dependencies" section of the Input linker properties for "All
Configurations" of the SDLExample Project. In "Additional Library
Directories" for the "General" section of the project, add the
libusb/MS32/static directory.
The "Debug" and "Release" versions use different versions of the SDL
library. For the Debug build, add SDL2/VisualC/Win32/Debug to the
library directories, and for the release build, add
SDL2/Visualc/Win32/Release.
Right click the SDLExample project and do "Set as Startup Project" so
it gets run when you do "Debug->Start Debugging"
Add a custom build event for all configurations of "copy
..\..\SDL2\VisualC\$(Platform)\$(Configuration)\SDL2.dll $(OutDir)" to
copy the proper version of the SDL2 dll into the output directory.
You should be able to build Debug and Release for Win32 now. If you
get undefined symbol errors, check your file include paths.
7. Before you can run the program you will have to install the usb
driver for your PS3Eye camera. I used zadig_2.2 to do this. Other
versions will probably work as well. First, plug in your PS3Eye
camera. There are two devices, identically named, on the PS3Eye. One
is an audio device, and the other is the camera device. You can't
tell which is which in the device manager. In windows 7, it found and
installed a driver for the audio portion of the camera when I
initially plugged in the camera, but couldn't find a driver for the
video portion.
Next, run zadig. If zadig doesn't find your camera, it may already
have a driver installed. Click the "List all Devices" box in the
"Options" menu. Check the pull down box and you should see one (or
maybe two, if you have "List all Devices" checked). The device that
worked for me was USB Camera-B4.09.24.1 (Interface 0). If the audio
driver is installed you will have usbaudio set to the current driver,
so don't mess with this one. Now pick a driver from the list and
install it. I had success so far with the WinUSB choice.
8. Go back to your Visual Studio window and try running the SDL
example program in Release or Debug mode, on the Win32 or x64
platform. You should see a window with the camera image pop up. You
can add options to the command line in the Debugging properties for
the project. To capture at 320x200, add --qvga to the command line.
To run through all the modes one by one, use --mode_test.
Notes:
I only made the SDL example work. I tried the cinder stuff, but it
wouldn't build with the 0.9.0 version of cinder. It also used a ciUI
library which wouldn't build with anything other than the 0.8.4
version of cinder, and VS2013 binaries weren't available for that
version.
The above procedure tests the 32 bit version of the driver. To try
the 64 bit version, make a new 64 bit platform, and change the libusb
library include paths to libusb/m64/static and the SDL2 library
include paths to SDL2/VisualC/x64 for that platform.