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On 15/08/2003 at 05:03, xxxxxxxx wrote:
Cinema 4D Version: 8.100
Platform: Windows ; Mac ;
Language(s) : C++ ;
finally I got my CW updated to V8, so I guess that Coffee will be mostly history for me now
I did not find any info on how to create plugins cross platform, i.e. compiling for Windows from the Mac (eventually even merging the result in one single *.xdl file?)
Any hints to further info are greatly appreciated!
On 15/08/2003 at 05:16, xxxxxxxx wrote:
open up the cinema4dsdk.prj file in CW and everything is set. Just hit compile (maybe you want to first set the config to final (release) compilation instead of debug).
On 15/08/2003 at 10:00, xxxxxxxx wrote:
You can't use CW to compile Windows plugins for R8, you need to use Windows Intel or VC compilers.
On 15/08/2003 at 13:24, xxxxxxxx wrote:
There are a couple of people who did exactly that, so it should be possible. If I recall correctly, somebody on this forum made a comparision of several compilers and also found that CW (Mac) compiled just fine for Windows.
All you should have to do is to set the right options for another target.
On 15/08/2003 at 14:03, xxxxxxxx wrote:
upps, sorry, haven´t seen that you want to compile for Windows. I am of the opinion too that this is not possible. The windows suffix must be cdl and not xdl btw.
On 15/08/2003 at 15:16, xxxxxxxx wrote:
Nope, CW for R8 doesn't work (AFAIK!) for compiling Windows (R8) plugins, it did for XL7, but the member function pointers of CW don't match that of VC/Intel for Windows...
see this thread:
On 15/08/2003 at 16:39, xxxxxxxx wrote:
Well, thanks for the link, though this is very bad news indeed.
I'll certainly not going to buy VC , setting up all my projects twice, and have all the hassle of learning another environment to get over this issue for now.
As much as I like the new SDK, this change makes cross development quite a bit harder. Let's hope that Metrowerks fixes the underlying issue some day.
BTW: When installed under Windows, the plugins don't crash, but they simply don't load (no wonder, if C4D is looking for a *.cdl, thanks for that btw, Samir!).
On 17/08/2003 at 06:22, xxxxxxxx wrote:
COFFEE wont have this problem right? I haven't ever worked with it before, but isn't it the safest way to make a plug-in that works on all supported C4D platforms? Granted we all want to work in our native language (C++) but will COFFEE do the same job, but provide that platform-independance we want? Or is it that you want to use C++ because COFFEE is not as powerful? Take for example I am writing an importer/exporter. Surely COFFEE would handle this task and be the best choice so we don't have to write multiple versions for different platforms?
Ethereal Evolution, Inc
On 17/08/2003 at 06:33, xxxxxxxx wrote:
COFFEE doen's have *that* problem, and it certainly is a very nice way to create cross platform plugins.
However, it has a couple of drawbacks:
* speed, as COFFEE is interpreted
* COFFEE is outdated and doesn't support recent features (everthing coming after 6.0 basically, which is a *lot* )
Regarding you object exporter I would not see any good reason [beside not having a C++-Compiler] not to use the C++ SDK. Coding is very similar. If you would like to support features like userData I guess that there's no way around it
On 17/08/2003 at 07:39, xxxxxxxx wrote:
In that case its C++ for us. Thx for the heads up.
If we pretty much stay with the SDK routines and not call any system calls, it should be fairly easy to port over to Mac when the time comes, correct?
On 17/08/2003 at 07:47, xxxxxxxx wrote:
Correct. Actually you should be able to avoid system calls completely. Have a look at the STL.cpp example from the SDK!