Hi Samuel,

Assuming m_textureUnits is a std::vector, have you tried to use m_textureUnits.reserve instead of resize ? I think that could solve your issue. Then you might also want to consider to use m_textureUnits.push_back instead of m_textureUnits[i].

Kind regards

Rune

On Tue, Apr 21, 2009 at 12:05 PM, Space Ship Traveller <space.ship.traveller@gmail.com> wrote:
Hi,

I want to use scoped_ptr with std::vector or scoped_array, but the problem is that the type I want to allocate has a non-trivial constructor.

What is the standard way to make this work? My current best guess is to use std::vector with boost::scoped_ptr in the following way:

TextureUnitsController::TextureUnitsController ()
{
GLint textureUnitCount = 1;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &textureUnitCount);

m_textureUnits.resize(textureUnitCount);


for (unsigned i = 0; i < textureUnitCount; i += 1) {
m_textureUnits[i].reset(new TextureUnit(GL_TEXTURE0 + i));
}


std::cerr << "Found " << textureUnitCount << " texture units..." << std::endl;
}

But this doesn't work because scoped_ptr also has a non-trivial constructor, so resize fails.

Thanks
Samuel

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