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/
> >
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> >
> >
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