Is it possible without resorting to doing C++ externs on a wrapper C++ file?
Calling .dlls from within max?
Miscellaneous Forums/Win32 Discussion/Calling .dlls from within max? Yes. The Pub.Win32 module contains LoadLibraryA and GetProcAddress functions which you can use to load DLLs and get pointers to the functions contained in them.
I managed to get it working using this code, but it is very messy - there must be a much easier way to convert Byte Ptrs to the appropriate type of function pointer.
Please don't use this to break multiplatform support though ;)
I managed to get it working using this code, but it is very messy - there must be a much easier way to convert Byte Ptrs to the appropriate type of function pointer.
main Function main() Local MessageBox(hWnd,text$z,caption$z,id) modHandle=LoadLibraryA("User32") If modHandle Local q:Int Ptr=Int Ptr(GetProcAddress(modHandle,"MessageBoxA")) 'Really, really ugly and error prone - not a good idea! Local p:Int Ptr=Int Ptr(Varptr MessageBox) p[0]=Int(q) MessageBox(0,"HELLO WORLD","HI!",0) EndIf End Function
Please don't use this to break multiplatform support though ;)
Hi Antony, OT but what direction will your Vivid take, just curious as a lot of your DLL stuff could be ported to a module.
Ugh!
Thanks Robert, think i'll do a little module to simplify .dlls and post in the tweaks section - for anyone interested -.
Skunk, right now vivid's 2d engine can run in bmax fine, i'm considering releasing that with cg/pixel shader support, but vivid max3D(Thanks viper.;p) is coming too.(they'll be a demo this time though)
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Skunk, right now vivid's 2d engine can run in bmax fine, i'm considering releasing that with cg/pixel shader support, but vivid max3D(Thanks viper.;p) is coming too.(they'll be a demo this time though)
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Will Vivid Max3D support MacOS & Linux?
Yep, won't rely on .dlls this time.