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/
>
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