M
Michael
Ok guys I have the following:
class glVertexArray
{
public:
string name
};
class glSurfaceLibrary
{
public:
GetVertexArrayIndex(string name)
vector<glVertexArray*> VertexArrays;
};
int glSurfaceLibrary::GetVertexArrayIndex(string name)
{
for(unsigned int i=0;i<VertexArrays.size();i++)
{
if( VertexArrays->ArrayName == name ) return i;
}
return -1;
}
so the idea is that it searchs through and finds a VertexArray with matching
name. Now this seems like something that would be already implemented in
STL. I'm tring to use binders but not really getting anywhere, can someone
point me in the right direction.
Thanks
Mike
class glVertexArray
{
public:
string name
};
class glSurfaceLibrary
{
public:
GetVertexArrayIndex(string name)
vector<glVertexArray*> VertexArrays;
};
int glSurfaceLibrary::GetVertexArrayIndex(string name)
{
for(unsigned int i=0;i<VertexArrays.size();i++)
{
if( VertexArrays->ArrayName == name ) return i;
}
return -1;
}
so the idea is that it searchs through and finds a VertexArray with matching
name. Now this seems like something that would be already implemented in
STL. I'm tring to use binders but not really getting anywhere, can someone
point me in the right direction.
Thanks
Mike