I'm not familiar with the syntax apparently... std::vector<std::string> filenames; like I can guess what it's trying to do, but I don't recall this syntax
I had a memory foam pillow ages ago and it had a bit of an odd smell. I think I know someone else that has a tempurpedic pillow and loves it too though
I don't know if the old one was actually tempurpedic or not though
" The mechanics of parsing scene description files will not be described in this book; the parser implementation can be found in the lex and yacc files core/pbrtlex.ll and core/pbrtparse.y, respectively."
hmmm...seems like an important piece to leave out...
@enumaris :: is the C++ scope operator used for all scope resolutions that are not member resolutions of objects. If you're more used to e.g. Python, just replace each :: by a . mentally.
I think a couple common ones would be bst (binary scene tree?) and some xml format. It's been quite a long time since I've looked at the formats though
The vector<type> construction just declares a type that is a vector of type. In statically typed languages you have to say what your collections contain!
I think how to structure scenes in general may be a big topic. I think that and formats may be covered in that game engine architecture book I mentioned
@ACuriousMind What you really want is vector<void*>!