and how to avoid problems in our projects related to using the member function length(), as intuitively many users are going to assume this is the same as glm::length( vec ). I realize it is now part of the GLSL standard, but my question is why did they choose this name? Why not size(), like the STL standard? Or even a sizeof( vec ) method, which seems to me to be more in line with the the rest of GLSL’s functional style. Perhaps I should be asking this on some khronos forum, but I’m not sure which one is most appropriate.
As an aside, I was going to ask if it were possible to add a compile time flag to disable the length() member functions, but I see this would be difficult because it is used in the implementations.
and how to avoid problems in our projects related to using the member function length(), as intuitively many users are going to assume this is the same as glm::length( vec ). I realize it is now part of the GLSL standard, but my question is why did they choose this name? Why not size(), like the STL standard? Or even a sizeof( vec ) method, which seems to me to be more in line with the the rest of GLSL’s functional style. Perhaps I should be asking this on some khronos forum, but I’m not sure which one is most appropriate.
As an aside, I was going to ask if it were possible to add a compile time flag to disable the length() member functions, but I see this would be difficult because it is used in the implementations.
Thanks for your time,
Rich[/QUOTE]
Probably that was totally arbitrary. “length” also appears here and there in the OpenGL API specification and that’s pretty much inconsistent.
For GLM, I haven’t done it yet but this is something being considered for 0.9.6.