Hi Robert,

Thanks for the answer. However, I won't be able to write the non-GLU code. I 
guess making it work with GLU first would be nice...

Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/

----- "Robert Osfield" <[email protected]> a écrit :

> Hi Sukender,
> 
> I single Tessellator class is the right way to go, one could possible
> make parts of the implementation templated but keep the interface the
> same for both cases.
> 
> One other thing to bare in mind is that OpenGL ES and for OpenGL
> 3.x/4.x GLU is no longer available so we need to replace all the
> OSG's
> GLU code for the OSG to be fully functionality across all OpenGL
> targets.
> 
> Robert.
> 
> On Mon, Jul 26, 2010 at 8:32 AM, Sukender <[email protected]> wrote:
> > Hi Robert, hi all,
> >
> > I need double precision "things" in my app, and had to code things
> like "Tessellatord", a double precision version of "Tessellator"
> (already submitted). However, I would like to have something cleaner
> to submit, such as a unique tesselator class that handle both single
> and double precision values.
> > I need your advice: according to you, what is the best way to code
> this? Some ideas:
> > - Duplicate code (VERY ugly)
> > - Make the class templated (ugly)
> > - Make a templated class that would be used by the Tessellator
> (still ugly)
> > - Create/use an array adapter (Vec*Array would be encapsulated, and
> Tessellator would use it instead of direclty reading the array)
> > - ... other ideas?
> >
> > Thanks.
> >
> > I'll try to apply this to other classes after.
> >
> > Sukender
> > PVLE - Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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