El Martes 06 Mayo 2008ES 11:11:25 Daniel Moos escribió: > Now my question. Why use the osg::Array a std::vector and not a > std::list? > I'm shure there is a good reason... But I haven't got a clue.
I think it depends on the way one is using the data. If you weren't removing faces but just altering vertices' positions (i.e. morphing) I'm sure the vector path would be faster than the list path. Another reasons that could be applied is that the GL functions passing mesh data expect contiguous arrays, so there would be an overhead when copying the list into a temporary vector in order to send it to OpenGL (DrawArrays, VBOs...), the inherent memory overhead of the list, the computational overhead when iterating through the meshes when doing intersection tests, etc. I think that your current approach (copy the vector to a list and then operate on it) is a smart one, but it can't be simply used everywhere. Use the right tool for the right job, they say :) . _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org