Hi Vincent, I can't work out exactly what to "bug" is in your instance, from the contents of your email it sounds like windows and linux compilers are evaluating the conversion of types in a different order and getting different results, or that their is a compiler bug.
The fact that adding an explicit Vec3d() into your code suggests to me that it's not likely to be an OSG issue, rather a compile one. Robert. On Thu, Feb 26, 2009 at 2:25 PM, Vincent Bourdier <[email protected]> wrote: > Hi all, > > I was thinking about posting in osg submission, but I don't have > nothing to submit. > > I just had a little bug, solved now, but I thing this can be an > interessting point for OSG to notice. > > To make a special geometry, I did a function returning a new vertex Array. > > In the code, all was based on Vec3d, including the return data > (osg::ref_ptr<osg::Vec3dArray> ) > Under windows, no problem for nothing. > > Under Linux, 2 of the 9 Vec3d of the array were wrong, and not > constant (sometinme a wrong value, sometimes an other wrong value). > > to solve the problem, I just use > vertices->push_back(osg::Vec3(ptA + decal - x*2.0 + z*1.5 + x*0.5 ))) > instead of > vertices->push_back(ptA + decal - x*2.0 + z*1.5 - x*0.5) > > and now all is good. > > Is there any unsafe conversion from Vec3d to vec3 ? > > I solve the problem for my application, but maybe someone have any > explanation ... or maybe a bug is here... don't know.. > > Regards, > Vincent. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

