On Wed, Feb 27, 2008 at 10:06 PM, Night Hawk <[EMAIL PROTECTED]> wrote: > Surprising indeed. I was about to override the Array classes to use native > c-style arrays. But now it seems OSG can convert vectors to C-style arrays > fast enough :)
The OSG wouldn't do it if it wasn't efficient, its literally a non op, a std::vector<Vec3> is implemented as Vec3* array on almost all STL implementations, although technically it might not be. All platforms/compilers that the OSG works with implement a std::vector<Vec3> as a Vec3* array. > Wish the documentation (either for vector or for OSG) can cover this. People > like me who have seen "NO STL for gaming" slogans are taken aback when we > see OSG using STL heavily. I suspect STL got a bad name due to VS 6.0's appalling STL implementation, and few out spoken and mis informed fanatics would advocated inventing everything yourself, seemingly based on the principle that games programmers could master all spheres of programming better than anyone else. The OSG uses STL because its: fast maximizes code reuse maximizes skills reuse minimizes the amount of code we have to develop, optimize, test, debug and document due to minimizing wasted time, it maximizes time we can spend on effective software develop i.e. the scene graph rather than the C++ infrastructure For a C++ app, STL just makes so much sense that one would be a bit deluded to not want to leverage the great work of others, STL is truely a great work of modern software engineering ;-) Robert. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org