-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 On 06/12/2015 10:02 PM, Robert Osfield wrote:
> Perhaps one would just need to avoid using the whole MOC stuff and > linking directly the callbacks in normal C++. That isn't really reasonably possible without going into undocumented/internal API territory. MOC doesn't really pose problems in general, as long as you don't try to be too clever with your headers. The idea of moving the implementation to headers is, honestly, a hack to work around another problem, so it is hard to blame MOC for not supporting/breaking on something like that. For example, Unreal Engine doesn't even use a custom preprocessor and use C++11 for the part. And good luck trying something like that there - their C# build tool acts as a code generator too and will blow up spilling its guts all over with much less prodding than MOC ever did. If you want to actually solve the problem, then the cleanest solution would be to split osgQt into a subproject with its own CMake build. That would avoid having Qt CMake variables clobbered between Qt versions . Then run the osgQt build as many times as many Qt versions were checked/activated by the user in the master/top level build, generating libraries with different names - e.g. osgQt4, osgQt5, etc. Those can be installed side-by-side no problem. J. -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.22 (GNU/Linux) iD8DBQFVfBO6n11XseNj94gRAlG/AKCXtqPEKbjqmwm08ZBXHnrRu1DPkQCgpmqI QcJ6mbbnGC2V5qSUyS/ykWA= =KbOs -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

