Thread: difference between...

  1. #1
    Registered User linuxdude's Avatar
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    difference between...

    What is the difference between
    Code:
    GLfloat and GLclampf
    and
    Code:
    GLdouble and GLclampd
    and isn't GLboolean == to an GLubyte. So it isn't really a boolean right? and is there a difference between
    Code:
    GLuint and GLenum and GLbitfield
    I am just bored reading throught The OpenGl Programming guide and came across the table on chapter one. Thank you

  2. #2
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    Straight from the gl.h

    Code:
     typedef unsigned int GLenum;
     typedef unsigned char GLboolean;
     typedef unsigned int GLbitfield;
     typedef signed char GLbyte;
     typedef short GLshort;
     typedef int GLint;
     typedef int GLsizei;
     typedef unsigned char GLubyte;
     typedef unsigned short GLushort;
     typedef unsigned int GLuint;
     typedef float GLfloat;
     typedef float GLclampf;
     typedef double GLdouble;
     typedef double GLclampd;
     typedef void GLvoid;
    They are just so you might clarify what you are using the variable for (i.e. being clamping). Just some possibly helpful typedefs is all.
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  3. #3
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    I avoid typedefs myself.

  4. #4
    C++ Developer XSquared's Avatar
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    That's nice.
    Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

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  5. #5
    I present to Eber Kain the No Typedef Award.

    Print it onto a iron-on for a cool t-shirt and show off to other people. You could be all like "Yeah, bludstayne gave me this awesome No Typedef award because I am awesome and awesome awards go to awesome people!" Dude, the chicks will chase you in a No Typedef Award shirt. You could set it as your wallpaper, make a mousepad, coffee mug, boxers, you name it!

    Put it on your resume`

  6. #6
    l'Anziano DavidP's Avatar
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    >I present to Eber Kain the No Typedef Award.

    LOL. That is so Govtcheez-like.

    >I avoid typedefs myself.

    They can be good in many instances. For example, if you were developing a game and you had a data type called MY_INT defined as such:

    typedef int MY_INT;

    And then you wanted to change all instances of MY_INT to be unsigned, you could do it by changing one line of code.

    typedef unsigned int MY_INT;

    That way you wouldnt have to go through your code and change all types of "int" to "unsigned int".
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  7. #7
    & the hat of GPL slaying Thantos's Avatar
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    Two words for why typedef can be useful:
    Function Pointers

  8. #8
    Has a Masters in B.S.
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    from the OpenGL 1.5 spec... section 2.3 or page 22

    http://www.opengl.org/documentation/...5/glspec15.pdf

    Code:
    GL Type   Minimum     Description
              Bit Width
    boolean      1        Boolean
    byte         8        signed 2’s complement binary integer
    ubyte        8        unsigned binary integer
    short       16        signed 2’s complement binary integer
    ushort      16        unsigned binary integer
    int         32        signed 2’s complement binary integer
    uint        32        unsigned binary integer
    sizei       32        Non-negative binary integer size
    enum        32        Enumerated binary integer value
    intptr    ptrbits     signed 2’s complement binary integer
    sizeiptr  ptrbits     Non-negative binary integer size
    bitfield    32        Bit field
    float       32        Floating-point value
    clampf      32        Floating-point value clamped to [0, 1]
    double      64        Floating-point value
    clampd      64        Floating-point value clamped to [0, 1]

  9. #9
    Typedef's are very nice for platform independence too. OpenGL uses typedef's for this reason. A variable type might not be the same size on two different platforms. For example, an int maybe be 16 bit, 24 bit, 32 bit, or whatever size the platform defines it as. If you use OpenGL's typedef's, you are pretty much guaranteed a certain size.

    Really, what is wrong with typedef's? Used properly, they come in handy. This reminds me of the "DO NOT USE GOTO STATEMENTS OR YOUR SOUL WILL BURN IN HELL" zealots.

  10. #10
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    Quote Originally Posted by DavidP
    They can be good in many instances. For example, if you were developing a game and you had a data type called MY_INT defined as such:

    typedef int MY_INT;

    And then you wanted to change all instances of MY_INT to be unsigned, you could do it by changing one line of code.

    typedef unsigned int MY_INT;

    That way you wouldnt have to go through your code and change all types of "int" to "unsigned int".
    That is an instance where typedefs would be usefull. But dont you think that projects should be planned out enough ahead of time for you to know what kinds of data types should be used where?

    Making that sort of change may be no faster than changing what needed to be changed, using an unsigned value where you had a signed value may effect calculations and add bugs where a program previousally had none.

    We should all strive to do things the right way the first time and avoid this type of thing.


    There is nothing wrong with typedefs, whenever I started programming I used them some. But I find that my code is more readable for myself and others whenever I dont use them.

  11. #11
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    Eber Kain has some good points there.

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