Hi Frederic,
Yes, I am afraid. This code construction show up in the code from time to
time and we have to provide a replacement. I think the best approach is to
use an auto_ptr.
std::auto_ptrchar buf( new char[len] );
in order to be exception safe.
For array allocations, you need to
The last time I went down this path, I ended up back at good ole
std::vector. In this context, std::string would be just fine too.
second that :-)
Manuel
--
Download Intel#174; Parallel Studio Eval
Try the new
Hi Fred,
In theroy, you are correct, but as long as char doesn't have a destructor,
this is totally overkill, and not very efficient.
If the type has no destructor, it won't be called, so the efficiency argument is
moot. But the real issue is that calling delete on an array has undefined
Hi Roman,
I played with 3D clouds patch in my sandbox and forgive me if I'm not
familiar with whole flightgear/simgear system.
Now I try modify existing code of 3Dclouds to pointsprite usage.
Roman
I am not sure point sprites are a good solution here...
Altough they're put to good use in
Hi Stuart,
Attached is a small fix for the sorting in CloudShaderGeometry.cxx.
I think the sorting problem stems from the osg idiosyncracy
to store transposed matrices...so the intuitive
osg::Vec4f p = vm * osg::Vec4f(_cloudsprites[i]-position.osg(), 1.0f);
needs to be replaced with...
Hi Durk,
Firstly, yesterday I managed to speed-up the replay system, by using
dynamic allocation instead of pushing copies of rather large objects into
the STL lists. Using the timestamping code I mentioned yesterday, and
committed to CVS earler today, I found that memory allocation was very
Sébastien,
I posted a compilation fix yesterday, see
http://sourceforge.net/mailarchive/message.php?msg_id=37837809
bye,
Manuel
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