This example might help: en.cppreference.com/w/cpp/types/type_index Different compilers may also produce different output here, so it's a good idea to have some map like structure if you need this.
@@syedimadhaqqi4340 I believe 'm' in this case is for size_t (unsigned long, or maybe unsigned long long). Not sure why it's just 'm' instead of something more descriptive. Different compilers may produce different results here, as I recall clang++ might return the full name versus g++.
Hi, Make. I have successfully completed that project (Drawing a colored triiangle using single vertex buffer object). I did not use the GLSL files, but wrote the shading language code in main.cpp. Once I separated it, it would report an error. I don't know why, but this can be figured out slowly, and it is not a big problem. Thanks!
I found out that Apple has replaced OpenGL with Metal, although OpenGL is still widely used, do we need to learn OpenGl in depth? Also, should we learning Metal Shading Language? I am really confused. thank you very much, thank you Mike.
@@joshbrice5678 OpenGL as we're learning in the OpenGL series (th-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html) remains highly relevant. Apple is not doing any more upgrades to the API however. I forsee OpenGL being reletively stable for the next 3-5 years still on Apple, and even longer on other platforms. Eventually I will do something on youtube or my courses with Vulkan or DirectX as well, as it's good to learn a few APIs, and the transition is not as difficulty once you know one (e.g. OpenGL).
I believe the names returned are implementation defined, so 'm' has been decided for size_t perhaps? You might be able to use a tool like c++filt to further decipher type names.
bhey this is so clear explanation
Cheers -- thanks for the kind words!
@5:43, I cannot understand the output "m" which is size_t.Can you please elaborate. What is "m" and why is this coming as output? Thanks in advance
This example might help: en.cppreference.com/w/cpp/types/type_index Different compilers may also produce different output here, so it's a good idea to have some map like structure if you need this.
thanks but what is 'm' ?
@@syedimadhaqqi4340 I believe 'm' in this case is for size_t (unsigned long, or maybe unsigned long long). Not sure why it's just 'm' instead of something more descriptive. Different compilers may produce different results here, as I recall clang++ might return the full name versus g++.
Thank you very much, Mike. This series is great, you explain very clear.
Cheers!
Very neatly explained as always. Thank you.
Cheers!
Hi, Make. I have successfully completed that project (Drawing a colored triiangle using single vertex buffer object). I did not use the GLSL files, but wrote the shading language code in main.cpp. Once I separated it, it would report an error. I don't know why, but this can be figured out slowly, and it is not a big problem. Thanks!
I found out that Apple has replaced OpenGL with Metal, although OpenGL is still widely used, do we need to learn OpenGl in depth? Also, should we learning Metal Shading Language? I am really confused. thank you very much, thank you Mike.
@@joshbrice5678 OpenGL as we're learning in the OpenGL series (th-cam.com/play/PLvv0ScY6vfd9zlZkIIqGDeG5TUWswkMox.html) remains highly relevant. Apple is not doing any more upgrades to the API however. I forsee OpenGL being reletively stable for the next 3-5 years still on Apple, and even longer on other platforms. Eventually I will do something on youtube or my courses with Vulkan or DirectX as well, as it's good to learn a few APIs, and the transition is not as difficulty once you know one (e.g. OpenGL).
@@MikeShah Thanks 🙏, i got it. Grateful.☕️
What is the typeid of 'm' specifically? 5:38
I believe the names returned are implementation defined, so 'm' has been decided for size_t perhaps? You might be able to use a tool like c++filt to further decipher type names.
@@MikeShah I see, I though its a one-to-one result like 'i' is for integer. Thanks!