Re: [Maya2osg-users] Normal mapping
Status: Alpha
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From: Jean-Sébastien G. <jea...@cm...> - 2011-05-05 01:59:11
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Hello Javier, Seems the maya2osg mailing list doesn't set the reply-to header to the list address... When I replied to your earlier message I had to reply-all, otherwise it went to you only, and now I see you did the same (but didn't realize it went only to me)... I think there's a flag in mailman (which sourceforge uses for its mailing lists) to make it set the reply-to header to the list address on outgoing messages, so it might be useful to enable that if you have admin access to the list. > Yes. Last time I debugged it was on Visual Studio 2008 Express and > Maya 2010. I just compiled the project in Debug configuration (or > Release with debugging information), set maya.exe as the executable > for the debug session and just press F5... then set breakpoints or > whatever you want. Pretty useful. Printf also works nice, but... :) I think since the executable (Maya in this case) is shipped in release only, we're forced to use a release build, but we can include debug symbols. We can also turn off optimization. So perhaps the "debug" configuration of the maya2osg solution should be that - release mode, but with debug symbols and no optimization. > Right now, I am a bit out of date in this project. There were some > changes to the code from other author that I have not revised yet. > Some of the changes do not work anymore on Maya 2010, so I am > currently porting to Maya 2011 and VS 2010 Express. I am also trying > to write a CMake script so keeping the different projects updated is > easier. OK, CMake is a good idea, I was thinking of doing that too. I can help if you want. Have a look at the CMake scripts that are part of osgWorks by Paul Martz and others - they have a really nice script that lets you specify the OSG directories really easily. The default FindOSG script that ships with CMake makes you specify multiple include paths, library paths and so on for each OSG library you link to, which is really painful. The one in osgWorks knows that generally, you'll be using OSG either from a source + build directory, or from an install directory (result of a "make install" or building the INSTALL target in Visual Studio), so it makes everything simpler. > Just curiosity, ¿what environment are you using (Maya and OSG > versions, OS, HW architecture, IDE/Compiler) ? Maya 2011 32 bit OSG SVN (2.9.13 right now I think) Windows 7 64 bit Visual Studio 2008 Our artists use Maya 2009, 2011 and 2012, but if we need to compile a plugin we might ask them to standardize to a single version :-) Especially if we need to build for 32 *and* 64 bit. They also use 3dsmax 2011 32 and 64 bit. Are you a member of the OSG mailing list? You might have seen the message I posted there asking about the current state of the Maya and 3dsmax export plugins. Farshid Lashkari who works on the 3dsmax plugin currently has answered some questions. Anyways, thanks for the support, J-S -- ______________________________________________________ Jean-Sebastien Guay jea...@cm... http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ |