RE: [GD-Windows] GetProcAddress()
Brought to you by:
vexxed72
From: Grills, J. <jg...@so...> - 2001-10-17 19:44:45
|
I did that until I figured out this new technique. There are also cases where I need to access data, and in the main game engine the data are actual objects, but in the graphics DLL they have to be accessed via pointers. Fortunately, in most cases I was using pointers, and C++ allows you to call function pointers with normal function call syntax. Now I have uniformity of access everywhere. jefftep -----Original Message----- From: Brian Hook [mailto:bri...@py...] Sent: Wednesday, October 17, 2001 11:59 AM To: 'Gamedevlists-Windows@Lists. Sourceforge. Net' Subject: RE: [GD-Windows] GetProcAddress() >>> Jeff Grills > I do pretty much the same thing -- I have a render layer that > I explicitly load from a DLL. One of my problems was that I > needed my renderer to be able to use a few functions out of > the application that loaded it (warning logging, etc). At the risk of sounding stupid, why didn't you just pass those in as parameters? Quake3 operates this way -- you load the render DLL and pass it a refimport_t and receive a refexport_t. Everybody can talk, but no one is overly dependent on the other. Brian _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows |