Both sample Maya plug-ins are for 2013 only because they use some new
Viewport 2.0 classes.  But the subd libraries themselves can be used in
2012.  I created a locator plug-in to display the subd in 2012.

On Wed, Aug 29, 2012 at 1:28 PM, Macbeth R. <[email protected]> wrote:

> Could you do it in 2012 x64??
> The Ptex plugin is only for 2013?
>
>
> On Saturday, August 25, 2012 1:03:09 AM UTC-5, Chad Vernon wrote:
>
>> I played with one of the Maya plug-ins a little bit.  It's a draw
>> override plug-in so if you switch to Viewport 2.0, it draws all meshes as
>> pixar subd and adjusting the smooth level attribute on a mesh will change
>> the subdivision level.
>>
>> On Fri, Aug 24, 2012 at 12:16 PM, Chad Vernon <[email protected]> wrote:
>>
>>> I haven't spent a lot of time with it, but it comes with the libraries,
>>> some sample demo apps, and a couple Maya plugins, one of which is for Maya
>>> 2013.  I haven't done anything with the Maya plug-ins.  I don't think it
>>> comes with the sample toad model and ptex files so you won't be able to see
>>> the demo from the video.
>>>
>>>
>>> On Fri, Aug 24, 2012 at 9:36 AM, Panupat Chongstitwattana <
>>> [email protected]> wrote:
>>>
>>>> What can you do with it after compiling? Can you load it into Maya and
>>>> start using it? Or is it a base to develop other stuff from it?
>>>>
>>>>
>>>>
>>>> On Fri, Aug 24, 2012 at 1:20 PM, ykjeong <[email protected]> wrote:
>>>>
>>>>> It's compiled in x86 . but I got a problem while compiling that in x64.
>>>>> did you compile that in x64 ?
>>>>>
>>>>> this is the message i got
>>>>>  fatal error LNK1112: module machine type 'X86' conflicts with target
>>>>> machine type 'x64'
>>>>>
>>>>>
>>>>>
>>>>> 2012년 8월 23일 목요일 오후 2시 37분 6초 UTC+9, Chad Vernon 님의 말:
>>>>>>
>>>>>> I've compiled it on windows.  Your project is trying to include the
>>>>>> apple location of opengl so you probably have __APPLE__ defined 
>>>>>> somewhere.
>>>>>>
>>>>>> On Wed, Aug 22, 2012 at 10:03 PM, Justin Israel 
>>>>>> <[email protected]>wrote:
>>>>>>
>>>>>>> That would mean the project has a dependency on OpenGL, and you
>>>>>>> either do not have the development headers installed, or, the project is
>>>>>>> not properly including the path where it exists.
>>>>>>>
>>>>>>>
>>>>>>> On Aug 22, 2012, at 3:18 PM, Macbeth R. wrote:
>>>>>>>
>>>>>>> Anyone Sucessfulll building this??
>>>>>>> I got this error from Visual Studio after making the .sln file from
>>>>>>> cmake:
>>>>>>>
>>>>>>> Error    35    error C1083: Cannot open include file:
>>>>>>> 'OpenGL/gl3.h': No such file or directory    C:\Users\User\Documents\
>>>>>>> **GitHub**\OpenSubdiv\opensubdiv\**osd\**vertexBuffer.cpp    62
>>>>>>> 1    osd_static
>>>>>>>
>>>>>>>
>>>>>>>
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