Hi Dirk,
Dirk Reiners wrote:
> Carsten Neumann wrote:
>> On the other hand that is also somewhat true for Real128 so we could
>> keep them in and start worrying about how to handle them on "exotic"
>> architectures when someone wants to run OpenSG on it. If you think it
>> would be cleaner to rip them out for now and maybe add them again when
>> there is sufficient demand, I can prepare a patch to that effect as well.
>
> At this point I don't think we need them. I added them for completeness'
> sake, but I don't htink anybody has ever used them, so if they make
> trouble, let's get them out for now and worry about it once it's necessary.
Removing Real128 turns out to be slightly more complicated than
initially hoped for ;)
I've run into a problem in TypedGeoVectorProperty and its base class
GeoVectorProperty, which has the following:
typedef Vec4ld MaxTypeT; (Vec4ld holds Real128 entries).
which I can not simply change to the obvious Vec4d, because then
// This is the fallback, it has to be implemented by the concrete Props!
virtual void getValue( MaxTypeT &val, const UInt32 index) const =0;
virtual void setValue(const MaxTypeT &val, const UInt32 index) =0;
these two methods conflict with the following (declared in
TypedGeoVectorProperty):
void getValue( StoredType &val, const UInt32 index) const;
void setValue(const StoredType &val, const UInt32 index);
when StoredType is Vec4d.
The problem did not crop up before, because TypedGeoVectorProperty was
never instantiated to hold Vec4ld (OpenGL does not use long double).
As it stands the fallback case requires a type that is not used as a
regular type.
Any ideas ? I can still call off all this Real128 removal business and
keep the not so correct implementation of the byte swapping, we'd only
get in trouble if someone sets up a cluster with a mixed set of strange
architectures in it...
Thanks,
Carsten
PS: sorry for all the mess and dragging you into it as well, but all my
initial grep'ing over the source to find places where Real128 is used
where defeated by the macro magic used in the properties ;)
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