Re: [osg-users] Vec3d -> Vec3 bug under Linux ?

2009-02-26 Thread Vincent Bourdier
Hi,

Robert you were right (what as surprise ;-) )
A "\ " at the end of a line was making a line being commented, but the
IDE do not show it as commented... (each compiler do not consider the
same syntax)

Sorry for the inconvenience.
Thanks,

Regards,
   Vincent.

2009/2/26 Paul Melis :
> Robert Osfield wrote:
>>
>> Hi Vincent,
>>
>> I can't work out exactly what to "bug" is in your instance, from the
>> contents of your email it sounds like windows and linux compilers are
>> evaluating the conversion of types in a different order and getting
>> different results, or that their is a compiler bug.
>>
>> The fact that adding an explicit Vec3d() into your code suggests to me
>>
>
> Isn't that an explicit cast to Vec3f()? As osg::Vec3 defaults to Vec3f...
>
> Paul
>
>> that it's not likely to be an OSG issue, rather a compile one.
>>
>> Robert.
>>
>> On Thu, Feb 26, 2009 at 2:25 PM, Vincent Bourdier
>>  wrote:
>>
>>>
>>> Hi all,
>>>
>>> I was thinking about posting in osg submission, but I don't have
>>> nothing to submit.
>>>
>>> I just had a little bug, solved now, but I thing this can be an
>>> interessting point for OSG to notice.
>>>
>>> To make a special geometry, I did a function returning a new vertex
>>> Array.
>>>
>>> In the code, all was based on Vec3d, including the return data
>>> (osg::ref_ptr )
>>> Under windows, no problem for nothing.
>>>
>>> Under Linux, 2 of the 9 Vec3d of the array were wrong, and not
>>> constant (sometinme a wrong value, sometimes an other wrong value).
>>>
>>> to solve the problem, I just use
>>> vertices->push_back(osg::Vec3(ptA + decal - x*2.0 + z*1.5 + x*0.5 )))
>>>  instead of
>>> vertices->push_back(ptA + decal - x*2.0 + z*1.5 - x*0.5)
>>>
>>> and now all is good.
>>>
>>> Is there any unsafe conversion from Vec3d to vec3 ?
>>>
>>> I solve the problem for my application, but maybe someone have any
>>> explanation ... or maybe a bug is here... don't know..
>>>
>>> Regards,
>>>  Vincent.
>>> ___
>>> osg-users mailing list
>>> osg-users@lists.openscenegraph.org
>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>
>>>
>>
>> ___
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>>
>>
>
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Re: [osg-users] Vec3d -> Vec3 bug under Linux ?

2009-02-26 Thread Paul Melis

Robert Osfield wrote:

Hi Vincent,

I can't work out exactly what to "bug" is in your instance, from the
contents of your email it sounds like windows and linux compilers are
evaluating the conversion of types in a different order and getting
different results, or that their is a compiler bug.

The fact that adding an explicit Vec3d() into your code suggests to me
  

Isn't that an explicit cast to Vec3f()? As osg::Vec3 defaults to Vec3f...

Paul


that it's not likely to be an OSG issue, rather a compile one.

Robert.

On Thu, Feb 26, 2009 at 2:25 PM, Vincent Bourdier
 wrote:
  

Hi all,

I was thinking about posting in osg submission, but I don't have
nothing to submit.

I just had a little bug, solved now, but I thing this can be an
interessting point for OSG to notice.

To make a special geometry, I did a function returning a new vertex Array.

In the code, all was based on Vec3d, including the return data
(osg::ref_ptr )
Under windows, no problem for nothing.

Under Linux, 2 of the 9 Vec3d of the array were wrong, and not
constant (sometinme a wrong value, sometimes an other wrong value).

to solve the problem, I just use
vertices->push_back(osg::Vec3(ptA + decal - x*2.0 + z*1.5 + x*0.5 )))
 instead of
vertices->push_back(ptA + decal - x*2.0 + z*1.5 - x*0.5)

and now all is good.

Is there any unsafe conversion from Vec3d to vec3 ?

I solve the problem for my application, but maybe someone have any
explanation ... or maybe a bug is here... don't know..

Regards,
  Vincent.
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Re: [osg-users] Vec3d -> Vec3 bug under Linux ?

2009-02-26 Thread Robert Osfield
Hi Vincent,

I can't work out exactly what to "bug" is in your instance, from the
contents of your email it sounds like windows and linux compilers are
evaluating the conversion of types in a different order and getting
different results, or that their is a compiler bug.

The fact that adding an explicit Vec3d() into your code suggests to me
that it's not likely to be an OSG issue, rather a compile one.

Robert.

On Thu, Feb 26, 2009 at 2:25 PM, Vincent Bourdier
 wrote:
> Hi all,
>
> I was thinking about posting in osg submission, but I don't have
> nothing to submit.
>
> I just had a little bug, solved now, but I thing this can be an
> interessting point for OSG to notice.
>
> To make a special geometry, I did a function returning a new vertex Array.
>
> In the code, all was based on Vec3d, including the return data
> (osg::ref_ptr )
> Under windows, no problem for nothing.
>
> Under Linux, 2 of the 9 Vec3d of the array were wrong, and not
> constant (sometinme a wrong value, sometimes an other wrong value).
>
> to solve the problem, I just use
> vertices->push_back(osg::Vec3(ptA + decal - x*2.0 + z*1.5 + x*0.5 )))
>  instead of
> vertices->push_back(ptA + decal - x*2.0 + z*1.5 - x*0.5)
>
> and now all is good.
>
> Is there any unsafe conversion from Vec3d to vec3 ?
>
> I solve the problem for my application, but maybe someone have any
> explanation ... or maybe a bug is here... don't know..
>
> Regards,
>   Vincent.
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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[osg-users] Vec3d -> Vec3 bug under Linux ?

2009-02-26 Thread Vincent Bourdier
Hi all,

I was thinking about posting in osg submission, but I don't have
nothing to submit.

I just had a little bug, solved now, but I thing this can be an
interessting point for OSG to notice.

To make a special geometry, I did a function returning a new vertex Array.

In the code, all was based on Vec3d, including the return data
(osg::ref_ptr )
Under windows, no problem for nothing.

Under Linux, 2 of the 9 Vec3d of the array were wrong, and not
constant (sometinme a wrong value, sometimes an other wrong value).

to solve the problem, I just use
vertices->push_back(osg::Vec3(ptA + decal - x*2.0 + z*1.5 + x*0.5 )))
 instead of
vertices->push_back(ptA + decal - x*2.0 + z*1.5 - x*0.5)

and now all is good.

Is there any unsafe conversion from Vec3d to vec3 ?

I solve the problem for my application, but maybe someone have any
explanation ... or maybe a bug is here... don't know..

Regards,
   Vincent.
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