Hi Sukender, It's into the evening here in Scotland so I won't do a full review and make decisions right now, I have done a quick xxdiff of your TriangleFunctor against svn/trunk and believe I understand the jist of what you are attempting to achieve. One thought that occurred to me as I was reviewing it was the perhaps we could push the issue into TriangleIndexFunctor - have it provide the core support for doubles, and then perhaps if possible utilize TriangleIndexFunctor directly in the TriangleFunctor.
Thoughts? Robert. On Thu, Apr 7, 2011 at 12:55 PM, Sukender <[email protected]> wrote: > Hi Robert, > > I submitted once a TriangleFunctor which was templated on the vector type > (either Vec3 or Vec3d). You told me reasons why you would not accept this > submission. > So I propose now another one, which stores both types. Can you review and > tell me your feeling about it, please? > > You'll notice some code is commented out. It's because the base class > 'PrimitiveFunctor' does *NOT* have some double precision overloads. If you > feel PrimitiveFunctor should also accept these, please tell me (or copy/paste > corresponding prototypes in PrimitiveFunctor). On this point I must say I'm > not 100% sure the underlying glBegin/glEnd() way to provide vertices support > double precision. I guess so, but this needs to be confirmed. > > Cheers, > > Sukender > PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org > > _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
