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Direct Access from C++ Plugin... — Gideros Forum

Direct Access from C++ Plugin...

GregBUGGregBUG Guru
edited February 2014 in General questions
@atilim @ar2rsawseen or @all

Sorry for silly question but is now possible to access gfx rendering funtions directly from c++ plugins or a way to access internal data of Gideros objects directly from C++ ?

can't find no info on it ... :(

thanks :D
TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
www.tntengine.com

Comments

  • ar2rsawseenar2rsawseen Maintainer
    Accepted Answer
    This is something I now experimenting with, for example trying to save RenderTarget to file with Media plugin, by including some Gideros headers, but currently not yet an official one. :)
  • will be in gideros labs ?
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • well may be, or simply shared with anyone, like provide a Gideros Development SDK with headers etc to develop plugins

    Likes: OZApps

    +1 -1 (+1 / -0 )Share on Facebook
  • @a2rsawseen

    I saw that from gideros labs that is avaible lua Jit (nice, very nice) from point of view of native plugins develop works the same as standard interpreted Lua?

    Thanks.
    TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! -
    www.tntengine.com
  • @GregBUG oh yes, no changes there, and also no changes in Lua code (well except vararg options, that I think TNT particle engine was using so I had to go and fix them to make it work with LuaJIT :) )
    function test1(...)
        print(arg) -- prints nil with luajit
    end
     
    function test2(...)
        local arg = {...}
        print(arg) -- prints table with arguments
    end
    But all in all, it is as easy as replacing Lua lib with LuaJIT lib in the project :)
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