plugin development workflow

   2586   2   0
User Avatar
Member
5 posts
Joined: 6月 2011
Offline
Hi,

I have read the page at
http://www.sidefx.com/docs/hdk11.1/main.html [sidefx.com]
which summarize pretty well the process to compile and debug a plugin in houdini.
However, I could not find more information than that, and I am curious to know how other developers work, particularly as the plugin has to be unloaded and reloaded several times and I did not find any other way so far than restarting houdini for every change I need to test.
Would I have to separate my plugin in two parts, with one that I will be able to reload dynamically in my c/cpp code?
Regards,

Ben
User Avatar
Member
5 posts
Joined: 6月 2011
Offline
Are the otls the way to go? In the Operator Type Manager there is an option to “refresh” the otls.
There is also a “Refresh assets libraries” in the main File menu, though it does not seam to reload the .so plugins.
User Avatar
Member
5 posts
Joined: 6月 2011
Offline
It seams an otl can contain an .so operator, but just kind of pointer to it ; this has to actually be present in the “internally defined operators”.
Hence refreshing the otl would not reload the .so…
  • Quick Links