[Bf-committers] The G Variable and ActiveX
Ton Roosendaal
ton at blender.org
Fri Oct 31 10:47:20 CET 2008
Hi,
Most (if not all) of the members in G will fade out in 2.5. Not that
this helps you now... but for the moment you could accept to limit
amount of running plugins per page to one?
Another approach is to collect all bad Blender code in the GE and
player and replace with a nice local wrapper, waiting for better
context code in the main Blender tree. I wouldn't touch the blender
code itself for this though, will make migration too hard.
(blender/source/blender = "main blender code")
(blender/source/gameengine = where wrappers can be added)
Consulting Benoit would help too. :)
-Ton-
------------------------------------------------------------------------
Ton Roosendaal Blender Foundation ton at blender.org www.blender.org
Blender Institute BV Entrepotdok 57A 1018AD Amsterdam The Netherlands
On 31 Oct, 2008, at 3:59, Marcelo Coraça de Freitas wrote:
> Howdy all,
>
>
> AFAIK the scene and other important structures in BGE are handled by
> the Global G variable.
>
> Being that true, I believe it's going to be impossible to write a DLL
> ActiveX controll that actually works with multiple plugin instances.
>
>
> Is it right? If so, what would be the best thing: replace the global
> variable by something else or write the ActiveX plugin using a "forked"
> process. Notice this second approach seems to be a lot slower from what
> I've been reading - even though most documents I've found are pre
> multicore desktops age.
>
>
>
> Regards,
>
>
> --
>
> Marcelo C. de Freitas
>
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