C++ SDK Compile/Linking Help
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2008 at 12:19, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 10.5
Platform: Windows ;
Language(s) : C++ ;---------
Environment: Cinema 4D 10.5, Visual Studio 2005, Windows XP
The problem: I am trying to generate a command line application with Cinema 4D but am having an issue. When I execute the application, it crashes immediately every time it attempts to execute a line of code with a Cinema 4D command. In my test file, I am only executing one line:Filename f = GeGetStartupPath();
I have tried a few other lines, but they all crash in the same spot. From c4d_file.cpp, it crashed on the following line:
Filename::Filename(void) { C4DOS.Fn->Init(this); //Always seems to crash here. }
It is doubtful I am the first to experience this, so does anyone have insight on this subject? I have spent far too long trying to figure it out myself and I probably just missed something simple. So far, I believe I have done everything. In the help files, I read the "doc_ProjectStructure954.html" file that explains "how the SDK project is set up and why." It makes reference to the "API.lib" which doesn't exist but from what I read on other posts, I had to build it myself from the project in "resource\_api_lib". So, I have done that and included that .lib file in Linker->Additional Dependencies entry. I have included the "__PC" preprocessor definition and the additional include directories. I have set the "/vmg /vms" flags in the "Additional Options" section of the "Configuration properties->C/C++->Command Line" section. The whole thing comiles and links, so I am at a loss at this point.
Thanks,
Joe -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2008 at 14:05, xxxxxxxx wrote:
I'm not certain that I understand what you're doing. Are you building a dynamic library plugin or an executable (verboten!)? The Cinema 4D SDK API is only good for the former. The built plugin MUST be registered by Cinema 4D when it is executed (the dynamic library is linked into the Cinema 4D executable for its code to be executed).
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/01/2008 at 23:28, xxxxxxxx wrote:
Why don't you just use the SDK exapmles as template, they are in the cinema4dsdk folder. Everything is setup correctly there.
cheers,
Matthias