DirectX bindings

evilrat evilrat666 at gmail.com
Sun Nov 3 01:23:04 PST 2013


On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote:
>
> Hi,
>
> Good work.
> While porting header to D you can use:
>
>   alias int _D3D_SHADER_INPUT_FLAGS
>   enum : _D3D_SHADER_INPUT_FLAGS
>   {
>       D3D_SIF_USERPACKED        = 1,
>       // others...
>   }
>
> instead of:
>
>   enum _D3D_SHADER_INPUT_FLAGS
>   {
>       D3D_SIF_USERPACKED        = 1,
>       // others...
>   }
>
> That way using the enum won't force to use a namespace.

thanks for notice, i'll need to try it first on something bigger 
than simple example first.

most likely i had been doing this by default if i were work with 
real C++ DirectX projects, unfortunately i only used OpenGL until 
now :(


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