On Mon, 21 Aug 2006, chun ping wang wrote:
[...]
> template <class T>
> boost::function<void*(const T&, const T&, const T&)> getVerxFunc3()
> {
> BOOST_STATIC_ASSERT(boost::is_integral<T>::value ||
> boost::is_floating_point<T>::value);
> return (boost::is_integral<T>::value) ? &glVertex3i : &glVertex3d;
> }
>
[...]
>
> template <class T>
> void drawDot(const T& x, const T& y, const T& z) {
> boost::function<void(const T&, const T&, const T&)>
> myFunc(getVerxFunc3<T>());
> glBegin(GL_POINTS);
> myFunc(x, y, z);
> glEnd();
> glFlush();
> }
>
[just kept one example from the above]
Isn't using boost::function overkill here? I would rather do this:
template < typename T >
void gl_vertex( const T& x , const T& y , const T& z )
{
// you can use the BOOST_STATIC_ASSERT as above here, or use
// boost::enable_if with the same condition around the void return
if ( boost::is_floating_point< T >::value )
{
glVertex3d( x , y , z ) ;
}
else
{
glVertex3i( x , y , z ) ;
}
}
or even simply this:
void gl_vertex( GLdouble x , GLdouble y , GLdouble z )
{
glVertex3d( x , y , z ) ;
}
void gl_vertex( GLint x , GLint y , GLint z )
{
glVertex3i( x , y , z ) ;
}
and then:
template < typename T >
void drawDot( const T& x , const T& y , const T& z )
{
glBegin( GL_POINTS ) ;
gl_vertex( x , y , z ) ;
glEnd() ;
}
That should be more efficient and, especially for the second case, is a
simpler to read overall.
Anyway, just my two cents.
--
François Duranleau
LIGUM, Université de Montréal
"Sacrifices are a necessary factor in creating a new destiny. A small
misfortune becomes the cornerstone of a greater happiness."
- Emperor Dornkirk, in _The Vision of Escaflowne_
_______________________________________________
Boost-users mailing list
Boost-users@lists.boost.org
http://lists.boost.org/mailman/listinfo.cgi/boost-users
_______________________________________________
Boost-users mailing list
Boost-users@lists.boost.org
http://lists.boost.org/mailman/listinfo.cgi/boost-users