This is inside Visual studio 2012
Install the below files in appropriate locations:
In openGLrenderer.h add this gl\glext.h
#if defined (OSMac_MachO_)
# include <OpenGL/gl.h>
#else
# include <GL/GL.h>
#include <gl\glext.h>
#endif
And then I need to define NOMINMAX . Add this to pre-processor directives , doing this tell visual studio not to use its min and max ,but that it should use the ones in std .
#define SOURCE_MEL_SCRIPT true in defines.h making it to 1
also in defines.h make it #define USE_MUIDRAWMANAGER 0
In OpenGLrender.cpp
change this
FROM THIS TextureGlyph *glyphs[numChars] ;
TO vector< TextureGlyph*> glyphs(numChars);
//TextureGlyph *glyphs[] = new TextureGlyph[numChars] ;
FROM THIS double kerning[numChars];
TO std:: vector< double> kerning(numChars);
//double *kerning = new double[numChars];
//double kerning= new double[numChars];
You should be able to get the plugin to build properly, let me know if you have any issues . In case if you want to download the plugin for Maya 2014 , use this link to download a
working .mll file