Thread: Re: [Opentnl-general] TNL and STL
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From:
<j-f...@gl...> - 2004-05-04 11:33:45
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Hello, > //inline void* operator new(size_t size, void* ptr) { return ptr; } > #include <new> > Someone told me on the Torque chat that I would then disable the TNL memory manager? |
From: MilesTeg <mil...@ne...> - 2004-05-06 13:59:20
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>Hello guys, > >I'd like to use TNL in my game. But I noticed that as soon as I include a >STL header to one of my file nothing compiles. >There's a line in tnlType.h which mess with the new operator that seems to cause the trouble. > >I'd like to know if there's a way to use the STL header files at the same time than TNL because the scenegraph of my game uses STL alot. > hi, i have got a similar problem , the solution is to simply add #define __PLACEMENT_NEW_INLINE before the stl headers Regards, Miles |
From: Mark F. <ma...@ga...> - 2004-05-04 17:50:19
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Jean-Francois Lévesque wrote: >Hello, > > > >>//inline void* operator new(size_t size, void* ptr) { return ptr; } >>#include <new> >> >> >> > >Someone told me on the Torque chat that I would then disable the TNL memory manager? > > There is no TNL memory manager. There's one in Torque, but TNL just uses the standard one. - Mark |