Can I have a copy of that 2012 plugin?? :D

On Friday, August 31, 2012 11:27:17 AM UTC-5, Chad Vernon wrote:
>
> 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]<javascript:>
> > 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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