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"Reactor" <rea### [at] hotmailcom> wrote:
> The way the parser could view the above code, after the aliases are applied:
>
> extern
> {
> #require "objlib.dll"
> usrObj = loadFile("plane.obj");
> usrMatList = loadFile("plane.mtl");
> ...
> [ more plugin-specific commands issued by the parser in ]
> [ a standardized way based on the users code and parser ]
> #else
> [stuff that happens if dynamic library cannot be found]
> }
>
> The commands that the plugin can issue the parser must be limited, probably to
> things like what scene objects there are, environment variables, and commands
> to introduce additional objects into the scene.
> The amount of memory that the parser allows the plugin to have as well as how
> long the parser should wait for a plugin to finish should be user specified.
> Things like file I/O should be handled by calls to methods within the parser and
> be limited to the search paths.
>
> Bottom line, though, is that I really think the rendering engine, parser, and
> any plugins should be kept as separate as possible and loaded as needed.
>
> -Reactor
That would be really nice. I think the #require should omit the extension
though to be more cross platform.
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