Andreas Zieringer wrote: > Hi Marcus, > >> Now, if we could reduce the amount of #include and the amount of >> include-paths, we might get things going rather quickly. (looking in all >> those dirs is expensive, see >> http://www.gamesfromwithin.com/articles/0403/000013.html) > > cool very interesting.
Yup. Changing fcd2code so that it generates external include guards should be quite easy, and helpful, in terms of compilation perf. I have also been toying with the idea of rewriting the #include-statements in OpenSG to use a path with dirs relative to the source-directory. That'd make the compiler only have one root include path for OpenSG-libs, and since we're rewriting the include-files on export anyway, it's not a problem to have a single include-dir for end users as we do today. It'd also make the build scripts a tiny bit simpler since you don't need to add all those include-paths. The output would be reduced. (Each compiled file in system takes up almost half a screen of text currently.) Does it sound reasonable? Cheers, /Marcus ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
