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
TNT ENGiNE for Gideors Studio - Particle Engine, Virtual Pad, Animator Studio, Collision Engine - DOWNLOAD NOW !!! IT'S FREE!!! - www.tntengine.com
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.
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 luajitendfunction test2(...)local arg ={...}print(arg)-- prints table with argumentsend
But all in all, it is as easy as replacing Lua lib with LuaJIT lib in the project
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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.
www.tntengine.com