对于跨平台游戏,我是否必须使用 OpenGL 数据类型(GLint、CLchar 等)? [英] Do I have to use the OpenGL data types (GLint, CLchar, ...) for a cross platform game?

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问题描述

我有一个简短的问题.为什么 OpenGL 为标准类型(如 int、unsigned int、char 等)提供了自己的数据类型?我是否必须使用它们而不是 C++ 数据类型中的构建?

I have a short question. Why does OpenGL come with its own datatypes for standard types like int, unsigned int, char, and so on? And do I have to use them instead of the build in C++ datatypes?

例如,OpenGL 等价于 unsigned intGLuint 并且对于 ac 字符串有 GLchar* 而不是 char*.

For example the OpenGL equivalent to unsigned int is GLuint and for a c string there is GLchar* instead of char*.

推荐答案

例如,与 unsigned int 等效的 OpenGL 是 GLuint

For example the OpenGL equivalent to unsigned int is GLuint

不,它不是,这正是为什么您应该在与 OpenGL 交互时使用 OpenGL 的数据类型.

No it isn't, and that's exactly why you should use OpenGL's data types when interfacing with OpenGL.

GLuintunsigned int 不等效".GLuint 要求大小为 32 位.它总是 32 位的大小.unsigned int 可能大小为 32 位.它可能是 64 位.你不知道,C 不会告诉你(在 sizeof 之外).

GLuint is not "equivalent" to unsigned int. GLuint is required to be 32 bits in size. It is always 32-bits in size. unsigned int might be 32-bits in size. It might be 64-bits. You don't know, and C isn't going to tell you (outside of sizeof).

这些数据类型将为每个平台定义,并且它们可能为不同平台定义不同.您使用它们是因为,即使它们的定义不同,它们的大小也总是相同的.OpenGL API 期望和要求的大小.

These datatypes will be defined for each platform, and they may be defined differently for different platforms. You use them because, even if they are defined differently, they will always come out to the same sizes. The sizes that OpenGL APIs expect and require.

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