Compiling and Building Plugins

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Compiling and Building a Plugin

Notes on setting up a development environment are given in the tutorial
    "C++ Development Environment".
Notes on setting up Cutter's C++ preferences are in the tutorial
    "Pixar's Devkit: Cutter's Devkit Authoring Environment"

With the C++ source code file open on Cutter's desktop compiling, linking and building a plugin is activated by the keyboard shortcut alt+e, control+e or apple+e. A Process Monitor window will open and report the creation of a plugin. For example, if the plugin presented in the tutorial, "RifPlugin: Particles" is built on OSX or Linux the following message would appear - figure 1.

Figure 1 - Comfirmation of a successful build on OSX

On Windows the process monitor would report,
    Creating library Particles.lib and object Particles.exp

On Windows the plugin (DSO) would be named Particles.dll while on Linux and OSX the plugin would be named

To create a plugin DSO (dynamic shared object) Cutter first generates a text file that will tell the host developement environment what to do. Once that file has been created it is automatically executed by Cutter and as a consequence a plugin is, hopefully, created.

On Windows the text file would be named "Build_Particles.bat", while on OSX and Linux it would be named "Makefile.Particles". There is no need for the reader to edit these text files because they are automatically handled by Cutter. For additional information about customized compiling and linking refer to,
    "Pixar's Devkit: Cutter's Devkit Authoring Environment" ".

© 2002- Malcolm Kesson. All rights reserved.