plis. can you share your final build for maya 2013 x64
to here or my email [email protected]

El viernes, 31 de agosto de 2012 11:54:42 UTC-5, Macbeth R. escribió:
>
> 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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