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by shultays 1484 days ago
even if his coding standard allows GL_MAX_TEXTURE_SIZE, I still don't see the point. One (original) GL_MAX_TEXTURE_SIZE is a global constant and his limits.GL_MAX_TEXTURE_SIZE is just a member. You will still need a "conversion" code for every constant there is.

    Notice all this busy work
And the code that comes after that is same amount of work, except typing mMaxTextureSize instead of copy pasting GL_MAX_TEXTURE_SIZE perhaps. Is he really complaining about this?

Also is author pushing for everyone should follow one standard? Hard to say what he is asking for.

1 comments

And often I want to see where the member is using without seeing everywhere the global constant is.

And yes, all this can be fixed by using a context aware IDE, but so can OP's original problem.