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This is a limitation of the MAX SDK as well. You can use daffodil to target older VS versions from 2010. This does not support VS2008 tho, so that only works for Max 2009 and older.
We do use Unicode; only we opted to keep the V-Ray core UTF-8 (char's) instead of UTF-16 (wchar's). The vrender_unicode.h header file includes macros for converting between the two.
MeshFile::init(const char *fname)
The fname string is a UTF-8 encoded Unicode string.
Is it possible to compile VRay plugins for previous 3ds max versions with VS2010?
Yes (we do this all the time here), however you need to include/link against the run-time libraries of the Visual Studio version with which the respective 3ds Max release was compiled.
Interessting! Do you guys use installed versions of VS in order to do that, or is the respective PSDK sufficient?
Yes, you need to have the older VS versions (at the very least, the include/lib files). The Platform SDK is not enough - it only contains the Windows headers and libraries, but not the standard C and C++ ones.
Dang. Was affraid that would be the case. VS 2005 is pretty incredibly expensive if you can get it at all these days. But still needed for some stuff (Max 2008 / Nuke plugins).
I believe the free VS 2005 Express version + Platform SDK could be used to compile 3ds Max 9/2008 plugins.
I compile all psd-manager versions from within VS 2010 using Daffodil (so also 3ds Max 9 + 2008 )
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