[Bf-committers] CSG + gcc = problems

Kester Maddock bf-committers@blender.org
Tue, 17 Feb 2004 19:06:04 +1300

This patch looks correct.  See http://www.codeguru.com/cpp/tic/tic0201.shtml 

On Tue, 17 Feb 2004 11:23, Brecht Van Lommel wrote:
> Hi
> On Mon, 2004-02-16 at 14:51, Laurence Bourn wrote:
> > Hello,
> >
> > This code is still not being used by blender and can safely be ignored
> > for now.
> >
> > As I mentioned before, I have not made any Makefiles yet for the CSG code
> > (where are these from?). Judging by the barf output looks like I need to
> > get hold of a linux machine from somewhere and get it compiling. I was
> > kinda hoping someone else would help with it on Linux but maybe its too
> > much to ask.
> >
> > I'll carry on with my home cygwin setup and try to get it working over
> > the next few weeks.
> > Laurence.
> I got it compiled on linux using gcc 3.2. I'm a C++ rookie, so I'm not
> sure I did everything as I was supposed to.
> The main problem seemed to be with the templates. GCC didn't know what
> was a typename and what was not. MSVC++ seems to implicitly accept some
> non ISO C++ to solve this. I have pasted 'typename' keywords all over
> the place, and you will probably want to do this better. I couldn't get
> typename typedef'd. That's probably something to look up in one of those
> c++ faqs. I hope I made any sense at all with this explanation :).
> I also removed some 'comparison between signed and unsigned integer'
> warnings, cause it's already hard enough to read those lengthy c++
> errors / warnings gcc produces.
> Here's a patch with all the changes:
> http://users.pandora.be/blendix/blender/csg/patch_csg.txt
> And a Sconscript I made for the intern/csg directory:
> http://users.pandora.be/blendix/blender/csg/SConscript
> > P.S. Also found a nice idea to seriously reduce the number of triangles
> > from the CSG output and increasing their quality (aspect ratio) at the
> > same time. All I need is a constrained delauney triangulation
> > implementation...
> I'm not sure if you're looking for an implementation in another program,
> but I recently bumped into (what I think is) such an impementation in
> the code of Graphite (GPL). http://www.loria.fr/~levy/Graphite/
> It's in the src/packages/OGF/surface_delauney/algos/ directory of the
> source distribution. (I am looking into this code to get some of its
> advanced uv mapping tools integrated in Blender, but that's another
> issue).
> Cheers,
> Brecht
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