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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