Dear Raymond,
  The way that you mentioned DOES work, and I can now debug my osg plugin 
project. Thanks very much for both your and mew's answer:)

Bo Jiang

----- Original Message ----- 
From: "Raymond de Vries" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users" <[email protected]>
Sent: Monday, April 07, 2008 9:18 PM
Subject: Re: [osg-users] How to debug my own plugin library?


> Hi,
> 
> In visual studio you can
> 1) Set your plugin project as startup project
> 2) Specify the osgviewerd.exe as Command (in the Debugging section)
> 3) Specify the model that triggers your plugin as command line argument
> (in the Debugging section)
> 4) Set a breakpoint in your plugin
> 
> Running should now break in your breakpoint.
> 
> good luck
> Raymond
> 
> 
>> Hi,
>>
>> you could hardcode a breakpoint into your plugin during its
>> initialization, see
>> http://msdn2.microsoft.com/en-us/library/k4wx2tde(VS.80).aspx
>> then set additional breakpoints as needed
>>
>> cheers
>> -- mew
>>
>>
>>
>>
>> On Mon, Apr 7, 2008 at 12:05 AM, Bo Jiang <[EMAIL PROTECTED]> wrote:
>>>
>>>
>>> Dear all,
>>>   Recently, I need to write my own plugin to parse some kind of model
>>> file
>>> and add it to some "Node". I write one just like "Plug 3d obj" but it
>>> does
>>> not work. However, as a new comer to OSG, I even don't know how to debug
>>> these plugin library, so, would someone give me some ideas?:)
>>> BTW, I use VS.NET 2005
>>>
>>> Bo Jiang
>>> _______________________________________________
>>>  osg-users mailing list
>>>  [email protected]
>>>  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>>
>>
>> --
>> Mike Weiblen -- Austin Texas USA -- http://mew.cx/
>> _______________________________________________
>> osg-users mailing list
>> [email protected]
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
> 
> 
> _______________________________________________
> osg-users mailing list
> [email protected]
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