 Originally Posted by dsr
But don't think of it that way because to use C++ well you have to program in a completely different mindset from C. In fact, Accelerated C++, often regarded as the best (although somewhat dry) introduction book to C++, jumps right into the STL with vectors, linked lists, and strings, and it doesn't teach C arrays or pointers until chapter 10.
Yeah, the mindset when programming in one verses the other is very different, I was merely stating that syntactically they are very similar. C will compile under a C++ compiler, doesn't CPP convert C++ to C then use it's GCC compiler for the final compilation? Maybe I'm thinking of a different compiler, but I know there is a common one that does that.
I'm sure it can be, although my knowledge of both OpenGL and inline assembly is quite low. I just meant that with faster CPUs to support higher level languages and with compilers like GCC that convert C or C++ code into fairly optimized assembly, a working knowledge of assembly is not as much of a necessity in today's world. Of course, it helps for specific things like your example of a rendering pipeline, and it can't hurt to expand your knowledge.
True, I know the code that GCC comes up with as a whole is far better than anything that I could write, it's just for little methods that are the difference between 30 and 60 fps where my assembly beats the compiler. That's important in CG and since he wants to do games, he's going to be optimizing his pipelines a lot.
I love how I never have to create a single thread for my projects, GCC magically does it for me
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