On Jul 16, 5:41 am, Toni Alatalo <[email protected]> wrote:
> On Fri, 2011-07-15 at 04:03 -0700, ilikia wrote:
> > By the way, there seems to be no PythonQt at all in Tundra2... More or
> > less all I do in  1.* is based on that... Seems like  I'm going to
> > have to start from scratch.
>
> No it's not going anywhere, is just not included in Jukka's build.
> Nothing with respect to that has changed basically, Tundra is still a qt
> app and PythonQt works normally with it if you need it.

What a relief;-)

Well, what would I need to do to include it? Probably it won't be as
easy as copy the PythonQt folder from Naali_deps to Tundra2deps?
Probably have to add references to it to several CMake files and
whatnot?

> Naali/Tundra specific non-qt things, like the core 3d math, takes that
> porting that was mentioned in the other post, but the qt stuff works the
> same.

Yep, I looked at the new Framework/Math code, seemed to be very
different. For example, there was still Transform.h, now in the
Framework module, but the methods are different.

Ah well, the CAVEStereoModule agreed to work in 2.0 finally, so I
suppose the Python scripts will too.

But most of the example scenes seemed to be incompatible with 2.0 -
either they crashed completely or they loaded with severe errors.

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