[Bf-committers] Blender Web Plugin compile (patch)
Marcelo Coraça de Freitas
mfreitas at ydeasolutions.com.br
Mon Aug 18 19:49:31 CEST 2008
Thanks. I'm compiling it right now.
Are you planning to work on this code this week?
Em Seg, 2008-08-18 às 19:28 +0200, Enrico Fracasso escreveu:
> On Mon, Aug 18, 2008 at 15:01, Marcelo Coraça de Freitas
> <mfreitas at ydeasolutions.com.br> wrote:
> > Enrico,
> Hi Marcelo,
> > I have several reasons for trying this approach (even though I know I
> > might end up with some code that is very close to the one that exists
> > currently):
> > 1. no Java requirement - I know there is the compiled class already
> > in the subversion tree, but java is well... java got it's limitation.
> > I'd rather stick with the C++ limitations only as it's the language used
> > in the engine itself.
> The patch I've submitted doesn't depend on java. I've just checked and
> it compiles using a java generated class (that I forgot to remove),
> but you can remove it safely (if you want I can resend the patch)
> AFAIK it's not possible to compile against new plugin api using java as bind.
> > 2. I don't know how deeper I'd have to change the plugin to implement
> > all the new features present in the standalone player. Starting from
> > what's already the most featured code would give me some pointers on how
> > to put everything together.
> > 3. The gecko API for plugins is quite confusing. The developer docs
> > talk about some interface, but when you get to see the examples it's a
> > totally different one (each example implement it's own). So, after a
> > couple of days of headache I found where the mess is: there is no
> > standard API except for two functions (one to initialize and set all the
> > functions you'll use for each task and another to finalize the plugin
> > code). If I've started by the plugin I'd probably not know about this
> > right now and it could lead me to tons of difficulties in the future.
> The starting point of the blender plugin is:
> that "extends" the base "class"
> all important "stuff" happen into
> where there is the binding between the plugin and the engine.
> I've created some CMakeFile.txt but the most important is in
> ./webplugin/, where you can find all linking needed to build the
> plugin itself
> The direct url for the patch is
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