Or maybe a typemaps which does the conversion... don't know which is better
and/or easier...
Quentin
2008/9/24 Quentin Anciaux <[EMAIL PROTECTED]>
> I did put it after... putting it before resolve the problem..
>
> I did look into swig documentation and found no way to rename a type...
> only possible to rename a method name or a variable.
>
> The solution I see to this is to create a special type with a method who
> would take a long [][] array and convert it in the native part to a
> csArray<csArray<unsigned int>>.
>
> Regards,
> Quentin
>
> 2008/9/24 Eric Sunshine <[EMAIL PROTECTED]>
>
> Did you put the %ignore before or after the %include? It should be
>> before the %include. Also, did you double-check your %ignore for
>> typographical errors?
>>
>> -- ES
>>
>> Quentin Anciaux wrote:
>> > Hi,
>> >
>> > in fact putting this :
>> >
>> > virtual iAnimatedMeshFactorySubMesh* CreateSubMesh (
>> > const csArray<iRenderBuffer*>& indices,
>> > const csArray<csArray<unsigned int> >& boneIndices) = 0;
>> >
>> > in comment in include/imesh/animesh.h permits the build flawlessly.
>> >
>> > The problem seems to come from "const csArray<csArray<unsigned int> >",
>> > this generates a supra long SWIG generated name... too long for a file
>> > name and after that all swig type generation is stopped hence the symbol
>> > not found exception.
>> >
>> > I've tried to add an %ignore directive for the method, but I must do it
>> > wrongly, because the error stay, the only way is to put this method in
>> > comment. But the better way would not be to ignore it but do a valid
>> > rename for the type which has a problem, don't know how to do it right
>> > now but I'm looking at how to do it.
>> >
>> > Regards,
>> > Quentin
>> >
>> >
>> > 2008/9/24 Vincent Knecht <[EMAIL PROTECTED]
>> > <mailto:[EMAIL PROTECTED]>>
>> >
>> > > Hi,
>> > >
>> > > the java binding for the trunk does not build... If I remove
>> > animesh.h, it
>> > > goes further but it still does not compile and fail with:
>> > >
>> > [...]
>> > > I'll try 1.4... but I would prefer at least the trunk to compile
>> > the binding
>> > > (without animesh)... Have you an idea of what I should modify to
>> > let it
>> > > built ?
>> >
>> > I fear building java bindings with 1.4 is still broken atm :-(
>> > https://www.crystalspace3d.org/trac/CS/ticket/499
>> >
>> >
>> >
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