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Building was Re: [gef3d-dev] Renderer isn't loading in standalone

Hi guys,

I'm back to mucking around with this. One realization that I had is that we're probably all using self-hosting most of the time, and I'm probably the only person who is using a built install from an update site. So maybe it is a more general issue as opposed to something funny with the way I'm loading things. But, maybe not. :) There are some things with the plugin packaging that I think may be causing issues but I'm not sure.  So I'm wondering how you guys build for testing in a separate runtime. Do you just use the "Export Project" PDE wizard?

One thing I was thinking is that it might make sense to return to the issue of getting a hudson build up and running. I'd be happy to help you guys with that. That way we could test a full build configuration and make sure that works before I try to diagnose the AGF3D stuff alone. I could start with adding in all of the example stuff (I don't currently use that, GMF, etc..) for my own build but it occurred to me that it might make better sense to just have a GEF3D build.

cheers,

Miles


On Nov 17, 2009, at 8:58 AM, Jens v. P. wrote:

> Hi Miles, hi Kristian,
> 
> Kristian created a bug entry (https://bugs.eclipse.org/bugs/show_bug.cgi?id=295306), I have fixed that bug (more or less ;-) ).
> 
> That is, the list of graphics3D extensions is loaded the first time it is required and then cached. The cache can be reset via resetDescriptors().
> 
> Maybe the new version fixes your problem, since the extension points are only evaluated when needed and not in the static initializer. If you still have problems, you can call resetDescriptors() in order to reload the list. But I'm afraid that wouldn't fix your problem, but at least it's a switch more to play with ;-)
> 
> Cheers
> 
> Jens
> 
> 
> On 16.11.2009, at 23:30, Kristian Duske wrote:
> 
>> Hi Miles,
>> 
>>> Sorry, I read you to say comment out, so then I should uncomment all of that and then comment out line 47, right? Ebcause I was thinking that the issue might be that the class was getting loaded because of the satic method but the lwjgl classes weren't yet available.
>> 
>> Sorry, I meant to uncomment the calls to updateDescriptors() in the get* methods of that class. You can probably leave in the call in the static initializer, I don't think it can hurt. Btw, maybe it would be quicker to check this stuff through skype, if you'd like.
>> 
>> Best regards
>> Kristian_______________________________________________
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>> gef3d-dev@xxxxxxxxxxx
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> 
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