On Wed, Jun 3, 2009 at 13:28, OvermindDL1 <overminddl1@gmail.com> wrote:
Actually, using Boost.Bind will use a lot more memory overall.  Would
it not be better to create a static function somewhere, something
like:
 
In this case SceneManager comes from a 3rd party library, so I would just have to have a free function sitting out there somewhere to wrap the clearScene() call - not something I would prefer.  Also, clearing the scene here means the destruction of dozens if not hundreds of resources (meshes, textures, and so on) so whatever overhead bind may incur is going to be trivial by comparison.  Given that, I think it's just easier on me and more clear in the long run to go ahead and use bind.
Cheers,
MBC