I'm currently abstracting OpenGL in C ++, and I'm just curious to know if any particular practice is my work pure and efficient or the exact opposite. I have a header file that is included in almost every header file for abstraction called "pd.h", and in this file I include everything I need for my program:
#pragma once
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <algorithm>
#include <iostream>
#include <fstream>
#include <string>
#include <sstream>
#include <vector>
Is this a very unclean and inefficient way to structure my code? Because this is how I learned to do something and for some reason looked at him now, he looks absurd, and if this is not good practice, can anyone explain why I should not do this?
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