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
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
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
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
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,
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
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
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