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Thread: ARB_vertex_belnd

  1. #1
    Senior Member Regular Contributor
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    ARB_vertex_belnd

    Does anyone know what this T* is in this functions?

    Code :
    void Weight{bsifd ubusui}vARB(int size, T* weights)
    -Lev

  2. #2
    Senior Member Regular Contributor
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    Re: ARB_vertex_belnd

    Hi

    T* means GLfloat* ,GLint*, GLubyte* ....

    corresponding with

    VertexWeight{ifu...}

    is similar with glColor3f... where you pass the data type scpecified by f i ...


    Bye

  3. #3
    Senior Member OpenGL Pro
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    Re: ARB_vertex_belnd

    it seems as a template class.
    but with C, this seems strange!

    JD

  4. #4
    Senior Member Regular Contributor
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    Re: ARB_vertex_belnd

    T* means GLfloat* ,GLint*, GLubyte* ....

    corresponding with

    VertexWeight{ifu...}
    Ah, logical But I think it would be better to write out all the function names, like most other extension specs do. Its much easier to write a header from most other extension specs than from most of ATI extensions. In AT_pn_triangles they even forgot to write the return type of the functions (already reported it to them).

    Anyway, thanks for a fast reply,
    -Lev

  5. #5
    Senior Member OpenGL Guru
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    Re: ARB_vertex_belnd

    jide, that's not a template function. In fact, it's just pseudocode. It's the base function name, the type of data inside curly bracets, and T refers to the type mentioned inside the curly brackets. A way of describing several variants of the same functions in one line.

  6. #6
    Senior Member OpenGL Pro
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    Re: ARB_vertex_belnd

    I wasn't referring to template function but template class.

    OK, but it seems as template code. Indeed, T refers to many types that can convain(float, uint...). And that's the aim of templates, no ?

  7. #7
    JasonM [ATI]
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    Re: ARB_vertex_belnd

    You shouldn't have to write the header yourself, Lev. There's a glATI.h on the 3D Programming Info Page .

    -Jason

  8. #8
    Senior Member Frequent Contributor
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    Re: ARB_vertex_belnd

    JasonM,

    In the ATI_pn_triangles spec, isn't tessellation supposed to be spelled with 2 L's ? In the spec and header file the tokens are spelled with one L ( not that it makes a huge difference ).

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