Firstly thanks to XNA team for the new Samples. As always very usefull. I have a recurring problem however. If I try to compile the Chase Camera, TexturesAndColors or Vertex Lighting sample, I always get the following error
Error 1 Building content threw InvalidOperationException: The FPU is set to the wrong precision. The FBX SDK requires double precision to function properly.
at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.ValidateFpuState()
at Microsoft.Xna.Framework.Content.Pipeline.FbxImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(String filename, ContentImporterContext context)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetDirectly(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAndLoadAsset(BuildItem item, BuildItem requestingItem)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAssetViaCache(BuildItem item, String importerName)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.ImportAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAssetWorker(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.BuildAsset(BuildItem item)
at Microsoft.Xna.Framework.Content.Pipeline.BuildCoordinator.RunTheBuild()
at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RemoteProxy.RunTheBuild(BuildCoordinatorSettings settings, TimestampCache timestampCache, ITaskItem[] sourceAssets, String[]& outputContent, String[]& rebuiltContent, String[]& intermediates, Dictionary`2& dependencyTimestamps, KeyValuePair`2[]& warnings)
All other samples compile and work as advertised as far as I could tell.
The models that seem to cause this error are Ship.fbx and Cube.fbx ( for the shader series ).
Any ideas?
There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.
-= Paulo Coelho =-