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.
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> 

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