On Thu, 2008-02-28 at 09:11 +0000, Robert Osfield wrote: > 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.
I vote the above paragraph for quote of the week. > 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 > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

