Alain wrote:
> What HORRIBLE piece of code! Do that then wonder why your scene takes so much
> time to parse and why it gobbles up your memory. Beter to use a real macro.
There *are* situations when using a macro is not the best solution. I
regularly have include files which depend on a *lot* (i.e. 50+)
parameters - you don't want to pass all these everytime you call a
macro. Normally you'd use structs to encapsulate those settings, but as
the SDL does not support custom data types this is impossible. It's
therefore much cleaner (i.e. easier to write, read & maintain) to use
declared values.
Regards,
Florian
Post a reply to this message
|