I think I may help you, but your problem is not clear to me yet. On Wed, 15 Dec 2004, Eli Pulsifer wrote:
The first problem is depending on the format of the underling vertices, the stride between the data elements will change.
I didn't understand this. What is a stride between data elements? Why does it change? Why is that a problem?
The texture data not only has a stride but a variable number of elements. Some vertices have 2 texture coordinates, some 3, some even more.
Can't you have an internal container and return iterators to this container?
for( it = vertex.PositionBegin() ; it != vertex.PositionEnd() ; ++it) { pair
coords; float_iterator iCoord; for(iCoord = coords.first ; iCoord != coords.last ; ++iCoord) { } }
It looks like 'it' is not being used inside the loop, so I don't
understand this example.
Let me tell you why I think I may help you. I have written an iterator
adaptor that uses the elements through which the base iterator iterates in
order to determine a range to be recursively iterated. An example:
int[] a1 = {1,2,3};
int[] a2 = {4,5};
list<int> sublist1(a1, a1 + 3);
list<int> sublist2(a2, a2 + 2);
list::iterator>, range_getter> ni;
for (ni = make_nested_iterator(l.begin(),l.end());
ni != make_nested_iterator(l.end(),l.end());
ni++)
{
// ni points successively to 1, 2, 3, 4, 5
}
range_getter is an adaptable unary function class returning the
begin(),end() range of the container passed to it.
That is to say, a nested_iterator makes a bunch of ranges look as if they
are one. Would this be helpful to you?
Best,
Rodrigo