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First for your information, I’m using Max 9 and the Max 9 SDK, so I don’t know if this is already fixed in newer versions…
I’m currently starting to get into the Max SDK, but the first thing that I notice when compiling an exporter-plugin, is that the MAX SDK doesn’t use a namespace in it’s code. Which I suggest should be implemented. ( a namespace “MaxSDK” or something like that)
Currently I’ve got all kinds of compiler errors, because Visual Studio says “Object” (or “Matrix2”, “Matrix3”, etc.) is an ambiguous symbol because classes in my game-engine I’m working on, use the same classnames as some classes in MAX(script) do.
Except in our engine we do use namespaces, so I could write “using TGEngine::Core::Object” but when writing a plugin I can’t put “using namespace MaxSDK::Object” in my code to let the plugin know it shouldn’t use my engine’s “Object"-class.
The only workaround is to rename(!!!) O_o the classes throughout my whole engine! Only then can I continue on my model-exporters.
A namespace would benefit lots of coders and it’s even (relatively) easy to implement!
Thanks :)
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