I finally build it for 2013 x64, however I dont understand how to use the 
PtexShader, does it uses viewport 2.0 as well?? should both plugin must be 
loaded?

On Friday, August 31, 2012 11:51:28 AM UTC-5, Macbeth R. wrote:
>
> 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]> 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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