[osg-users] Double precision tessellator, optimizer, and such
Hi Robert, hi all, I need double precision things in my app, and had to code things like Tessellatord, a double precision version of Tessellator (already submitted). However, I would like to have something cleaner to submit, such as a unique tesselator class that handle both single and double precision values. I need your advice: according to you, what is the best way to code this? Some ideas: - Duplicate code (VERY ugly) - Make the class templated (ugly) - Make a templated class that would be used by the Tessellator (still ugly) - Create/use an array adapter (Vec*Array would be encapsulated, and Tessellator would use it instead of direclty reading the array) - ... other ideas? Thanks. I'll try to apply this to other classes after. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Hi Sukender, I single Tessellator class is the right way to go, one could possible make parts of the implementation templated but keep the interface the same for both cases. One other thing to bare in mind is that OpenGL ES and for OpenGL 3.x/4.x GLU is no longer available so we need to replace all the OSG's GLU code for the OSG to be fully functionality across all OpenGL targets. Robert. On Mon, Jul 26, 2010 at 8:32 AM, Sukender suky0...@free.fr wrote: Hi Robert, hi all, I need double precision things in my app, and had to code things like Tessellatord, a double precision version of Tessellator (already submitted). However, I would like to have something cleaner to submit, such as a unique tesselator class that handle both single and double precision values. I need your advice: according to you, what is the best way to code this? Some ideas: - Duplicate code (VERY ugly) - Make the class templated (ugly) - Make a templated class that would be used by the Tessellator (still ugly) - Create/use an array adapter (Vec*Array would be encapsulated, and Tessellator would use it instead of direclty reading the array) - ... other ideas? Thanks. I'll try to apply this to other classes after. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Hi Robert, Thanks for the answer. However, I won't be able to write the non-GLU code. I guess making it work with GLU first would be nice... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, I single Tessellator class is the right way to go, one could possible make parts of the implementation templated but keep the interface the same for both cases. One other thing to bare in mind is that OpenGL ES and for OpenGL 3.x/4.x GLU is no longer available so we need to replace all the OSG's GLU code for the OSG to be fully functionality across all OpenGL targets. Robert. On Mon, Jul 26, 2010 at 8:32 AM, Sukender suky0...@free.fr wrote: Hi Robert, hi all, I need double precision things in my app, and had to code things like Tessellatord, a double precision version of Tessellator (already submitted). However, I would like to have something cleaner to submit, such as a unique tesselator class that handle both single and double precision values. I need your advice: according to you, what is the best way to code this? Some ideas: - Duplicate code (VERY ugly) - Make the class templated (ugly) - Make a templated class that would be used by the Tessellator (still ugly) - Create/use an array adapter (Vec*Array would be encapsulated, and Tessellator would use it instead of direclty reading the array) - ... other ideas? Thanks. I'll try to apply this to other classes after. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Hi Sukender, On Mon, Jul 26, 2010 at 9:24 AM, Sukender suky0...@free.fr wrote: Thanks for the answer. However, I won't be able to write the non-GLU code. I guess making it work with GLU first would be nice... I have wondered about whether we could use the osgUtil::DelaunayTriangulator to implement osgUtil::Tessellator. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Going to check. Thanks for the info. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Mon, Jul 26, 2010 at 9:24 AM, Sukender suky0...@free.fr wrote: Thanks for the answer. However, I won't be able to write the non-GLU code. I guess making it work with GLU first would be nice... I have wondered about whether we could use the osgUtil::DelaunayTriangulator to implement osgUtil::Tessellator. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Maybe a good idea, but DelaunayTriangulator is single precision only, and there is a lot of code. I must admit I don't have enough time for porting DelaunayTriangulator yet. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Robert Osfield robert.osfi...@gmail.com a écrit : Hi Sukender, On Mon, Jul 26, 2010 at 9:24 AM, Sukender suky0...@free.fr wrote: Thanks for the answer. However, I won't be able to write the non-GLU code. I guess making it work with GLU first would be nice... I have wondered about whether we could use the osgUtil::DelaunayTriangulator to implement osgUtil::Tessellator. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Double precision tessellator, optimizer, and such
Hi Sukender, On Mon, Jul 26, 2010 at 10:30 AM, Sukender suky0...@free.fr wrote: Maybe a good idea, but DelaunayTriangulator is single precision only, and there is a lot of code. I must admit I don't have enough time for porting DelaunayTriangulator yet. I think porting Tessellator to doubles when we have to replace it soon is a wasted effort. We do at least know that DelaunayTriangulator while it has flaws is deprecated by lack of GLU. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org