Hi Robert, Well, said like this, yes TriangleIndexFunctor could be the one to handle anything and then have TriangleFunctor ontop... (did I understand well?). But I must say that: - I'm not sure on how to do it - I'm not sure it will not add a bit of computational overhead - And actually the sumbission I sent seems to work properly...
So of you have a brilliant idea, please tell me, because I don't have any! Anyway, I think I need to sleep before getting brilliant ideas, because it's the evening too here (France)... oh well actually I should have gone to bed a few hours ago :) (snore) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ----- "Robert Osfield" <[email protected]> a écrit : > 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 _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
