after spending a considerable amount of time trying to make a simple FFGL plugin with OpenFrameworks 080 and ofxFFGLplugin I believe I am almost there, but there still is something puzzling.
As you probably know I managed to modify the existing ofxFFGL code to make it work under OSX with XCode (there should be a link to the code in a previous post), and wanted to try and get the windows version up and running too.
Now it seems that the plugin is being built, the dll generated but Arena refuses to load and activate it. The weird thing is that the sample host application that comes with the original FFGL 1.5 download works, it loads the dll and the plugin is actually doing what it has to.
There must be some difference in the way Arena loads its plugins compared to the sample host, but having no access to its source code I'm afraid I'm stuck

For some reason the project exports in the dll a lot of functions "cairo" something, I could not understand why and how to avoid this, but in theory they should be harmless (besides may be inflating the size of dll)
Is there someone able and willing to help with this? I believe it would be nice to have this stuff running!
Here it is possible to download a copy (a rough one but it should work) of what I did so far, just copy the files in "addons" and "apps" in the corresponding locations in your OF 080 tree then open the ".sln" file in the "empty example" dir. A fresh dll should be generated, then you can test it by dragging and dropping over "FFGL host.exe"
If compiler rants about missing poco libraries copy the two I provided where the other poco stuff is in the OF tree.
http://www.cogitamus.it/varie/Test%20of ... vs2012.zip
To test the plugin dll with Arena put in plugins/vfx the newly built dll and the other ones if needed.
thanks to anybody willing to help
Davide