Hi Johannes, On 1/03/11 20:29 , Johannes Baeuerle wrote: > I agree to the thought of completely avoiding manual memory management. Is the > following portable over different stl implementations? > > std::vector<GLint> formats; > formats.reserve(numFormats); > glGetIntegerv(GL_SHADER_BINARY_FORMATS, &formats[0]); > > The problem is that the elements have to use consecutive memory as the method > requires > a pointer to a GLint array. I found hints that many stl implementations write > elements > of vectors into a consecutive area of memory. But I'm not quite sure.
std::vector is guaranteed to be in contiguous storage. As such it's identical to memory obtained with malloc/new. Cheers, /ulrich _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
