Thanks for the replies. I am still uncertain about something. The documentation distinguishes between dynamic slices (int[5] a = new int[5]) which are managed by the runtime, and stack allocated arrays (int[5] b). The problem I have is this. I want to be loading vertex positions and tex-coords of data exported from Blender into openGL vertex buffers. Basically the float data needs to be extracted from a file and passed up to the graphic card's memory but to do so it needs to transit through the CPU memory. Ideally I want to: a) load the data from the file into an array built upon the stack and owned by a function b) generate the vbo id and send the data off to the graphics card
    c) pass the id back into a class held in managed memory
    d) quit the function thus releasing the array on the stack

My confusion is, if the syntax for both stack based and managed memory arrays is the same (&v[0] or &v.ptr) then both must be objects. I guess the difference is that stack based are of constant length, whereas slices are dynamic because they are managed by the runtime.


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