Håkan Wååg wrote: > Yes, I did indeed compile wxWidgets using nmake with that command. I > used default settings in setup.h and activated OpenGL in config.vc > I also tried once with wxUSE_STL 1, because I use the STL libraries a > lot myself and figured why not. > I think that this might be the problem. Since you talked about Node errors. wxUSE_STL is not about you using STL, but about internal wxWidgets using it, so it is no good to you. In fact wxArt2D uses STL for allmost all lists, so there is the proof, that you not need to enable it :-)
Using wxUSE_STL on, it might be that exactly wxLISt changes its format. Something with wxZoomList::compatibility_iterator etc. I suggest that you just make wxWidgets plain compile, with OpenGl. If that starts to work for you, i gladly make the changes to have wxUSE_STL working too. Of course you may try to change wxZoomList::Node into wxZoomList::compatibility_iterator and let me know that helps. Some for the other Node problems. I think it will. Regards, Klaas > I made sure to remove the old wxWidgets and wxArt2D before trying again too. > > I still get the same errors however, with Node being undefined... I am > able to compile regular wxWidgets projects just fine, so the problem > should be elsewhere. > > ------------------------------------------------------------------------- This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK & win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100&url=/ _______________________________________________ Wxart2d-users_dev mailing list Wxart2d-users_dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/wxart2d-users_dev