Cool - well I'll pass what I discovered in my Mental Ray mission for
cross compiling windows shaders from mingw on linux.
For MR shaders the end result is you can't. .lib files come in a
variety of fruity flavours and gcc doesn't work with microsoft's short
format ones. You need to convert them to .a files for gcc to use -
which you can do and this happens no problem for everything XSI
related except shader.lib (because of mental images tricky coding to
allow a shader to link against a library with an unknown name at
compile time - it could be ray3, xsi, or anything else with mental ray
integrated). So to get some gcc varient (mingw seems to be a good
choice for windows) you'll need to get reimp (a quick google should
track this down - along with instructions on switches for it etc) and
use it to convert the .lib files to .a files.
Then just set up all your include paths and lib paths to point in the
right places and you should be set. There is also an awk script out
there to convert .dsp/.dsw files to gnu makefiles. After that setup
mingw with your favourite IDE (I don't mind eclipse despite it being
written in java) and you should be good to go.
You could also do these things on linux with a cross compiler. Only
this is that reimp is windows so you'd probably need to run it through
wine to convert the .lib files.
If you're wanting to compile mental ray shaders at some stage the only
compilers I know for certain work are VC++ 6 and higher and Intel's
C++ compiler.
A lot of other compilers require .lib files to be converted to
supported formats as well - Borland included - though you can
generally track down programs out there to convert them with a quick
search.
Cheers,
Alan.
On 6/13/05, Bradley R. Gabe <brad(at)cg-soup.com> wrote:
> In the embryo phases of plugin development.
>
> So far, I think I'm supposed to run my C++ compiler from within an XSI
> command shell, so the environment is set and the compiler knows where to
> find the XSI libraries.
>
> I'm still trying to work out my first "Hello World" using the bcc32 command
> line compiler. After that, I want to try compiling the SimpleCommand
> example for XSI. By the end of the day, I'm hoping for some kind of working
> template so I can concentrate on the C++ coding side.
>
>
> >Hi Brad,
> >
> >Are you setting up for shader development, plugin developer or both?
> >
> >Cheers,
> >
> >Alan.
> >
> >On 6/13/05, Bradley R. Gabe <brad(at)cg-soup.com> wrote:
> > > Is anyone using non MS C++ compilers for windows, like Borland?
> > > If so, got any tips on how to set up the environment to work properly for
> > > XSI development?
> > >
> > > Any help would be appreciated.
> > >
> > > Thanks,
> > > Brad
> > >
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