Hi Hartmut,

The use of a local enum does help make the API a bit more explicit in terms of what is valid/vs invalid data to pass to it object when setting it up, as GLenum is bascially just a int with a massive number of associated #define in the OpenGL library, with the no external association between types and the functionas that are associated with - you have to learn these associations from reading OpenGL texts.

For a minimal and complete implementation would probably cut these enums out completely, but I'm hesitant to go this route.  Especially as the enum often can help standardise of what can be a whole history of OpenGL enum i.e _EXT, _ARB etc.

As for you particular task I'm not sure what to recommend.

Robert.

On 10/2/06, Hartmut Seichter < [EMAIL PROTECTED]> wrote:
Hi osgDevs,

while working on osgBindings I stumbled across things like this:

class OSG_EXPORT BlendFunc : public StateAttribute {
...
enum BlendFuncMode {
   DST_ALPHA                = GL_DST_ALPHA,
   DST_COLOR                = GL_DST_COLOR
   ...
}

inline void setFunction( GLenum source, GLenum destination )
...
(every method using GLenum)

and the member variables:

  GLenum _source_factor;
  GLenum _destination_factor;
  GLenum _source_factor_alpha;
  GLenum _destination_factor_alpha;



Is this intentional? Why are enums been generated (nice) but then not
been used? I know it doesn't make a difference for C++ but it makes a
big difference when you bind it to other languages (not using reflections).



Cheers,
Hartmut














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