On 24/03/2014 at 18:37, xxxxxxxx wrote:
Cinema 4D Version: 15
Platform: Windows ; Mac ;
Language(s) : C++ ;
I have 2 plugins finished. Both were developed using the Mac R15 SDK. Both work in Mac R15 perfectly.
Admittedly, I'm new to C++ development so I don't have a background to pull from and see cross compiling is done in other projects.
I've spent quite a lot of time trying to figure out a sane approach to build for Win/Mac and R13-R15 C4D versions. I thought CMake might be the answer and got the Mac R15 build compiling with it. I then unsuccessfully tried to push that over to my Win R15 system and compile. And then on top of that, I just recently learned that plugins need to be compiled with each different C4D SDK version if you're building backwards and I only have R15 installed.
So my question is, what is good approach to all of this? Should I not have started development with the R15 SDK since its not backwards compatible? Should I revert to the R13 SDK and define __LEGACY_API to solve my version builds problem since none of my plugins require R15 functionality? How should I be building cross platform without having to open/reconfigure VS/Xcode every time I update?
Thanks for your help.