Hi!
Has anyone successfully compiled a plugin for Rhino under Windows using CMake as build system? Is it worth a try or should I just use the solution generated from the wizard?
Thanks a lot
Alberto
Hi!
Has anyone successfully compiled a plugin for Rhino under Windows using CMake as build system? Is it worth a try or should I just use the solution generated from the wizard?
Thanks a lot
Alberto
The wizard should make it easy for you to start working on your plug-in right away, instead of figuring out how to set all linking and include paths correct. That said, you should be able to use any build system just fine (SCons is my favorite…).
/Nathan
Does it make sense to try to use a different build system. I mean, will I be able to build my C++ plugins work for the Mac version? Or it is better to go for the .NET SDK to make cross-platform plugins?
Personally I’d pick the .NET SDK, since that’d be IMO easier to keep cross-platform. That said for instance RDK isn’t wrapped yet for Mac, but once that’s done in Rhino WIP you should be able to create for instance render plugins (I’m working on Cycles integration through the C# plugin RhinoCycles - to be ported to Mac once the RDK is wrapped properly in .NET on Mac).
Also, AFAICT you’d be less dependent on specific C++ compilers and SDKs.
Cool, thanks. I’ll stick to the .NET then.
You can create a plug-in with the project wizard (.NET or C++) and then use the include_external_msproject
command in your CMakeLists.txt file.