For these kinds of situations, I just build OpenEXR directly into my project by including all of the source files. wes
On Tue, Jul 21, 2009 at 2:41 PM, Paul Miller<p...@fxtech.com> wrote: > Anders Egleus wrote: >> >> I'm using openExr in a plugin for Maya and I'm wondering if there's a >> way to "bake" the exr libraries into my plugin dll (or mll as it >> happens to be called in this case) so I don't have to distribute the >> openExr dll files to every user. > > You can do it but you'll have to build all of the EXR libs statically, then > link against the static .lib files. This can be tricky to get right though. > > Fortunately the only OpenEXR plugin I've written works with a standalone app > I've written so I just bundle the EXR DLLs with it. > > -- > Paul Miller | p...@fxtech.com | www.fxtech.com | Got Tivo? > > > > _______________________________________________ > Openexr-devel mailing list > Openexr-devel@nongnu.org > http://lists.nongnu.org/mailman/listinfo/openexr-devel > _______________________________________________ Openexr-devel mailing list Openexr-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/openexr-devel