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Dark GDK / Dark GDK vectors vs. C++ standard library vectors?

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Stucky
15
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Joined: 11th Apr 2009
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Posted: 6th Sep 2009 20:58
I'm trying to figure out what the advantage is in using Dark GDK vectors? I've been using them lately but I'm starting to think I may as well just use the standard library vector containers. With them they're easier to call (no ID) and I can define them as member variables in classes.

So I'm just wondering why I should be using Dark GDK vectors over those? Let me know, thanks.
dark coder
21
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Joined: 6th Oct 2002
Location: Japan
Posted: 6th Sep 2009 23:15
One's a container, the other is a series of values representing lengths across axis in 3/4D space. Of course you'd never use GDK vectors for anything other than where required, such as when passing vectors to shader constants.

Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 7th Sep 2009 00:26
Quote: "such as when passing vectors to shader constants."


Even then I'd be too embarrassed to use them. I'd rather just make my own abstract interface for the shaders and pass my own vectors to that - even if it means extra over-head. Yes, I'm that religious about not using stupid GDK vectors in an OOP environment!

"everyone forgets a semi-colon sometimes." - Phaelax
dark coder
21
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Joined: 6th Oct 2002
Location: Japan
Posted: 7th Sep 2009 04:56 Edited at: 7th Sep 2009 04:57
How do you manage to get the ID3DXBaseEffect ptr for any given shader? Unless you can retrieve it once it's applied to an object.

Wait I fail at reading, yeah I do this in my code too, depending on your optimization settings it may get optimized out to be the same anyway.

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