Just seen Noels post. A concrete example: In my win-purebasic app I currently store and manipulate my vertex data using an c-type array of GL_T2F_C4F_N3F_V3F format, which happens to be the exact format being used for VBO's (Vertex Buffer Objects). Because a c-type array is used, reading data from a file, doing any manipulation and passing it to opengl is about as efficient as it ever will be. There is no overhead in the data structure, it's already in the VBO format required, I don't do any pointer casting (maybe one at the beginning of a loop) and I don't do any peeking/poking on a field-by-field basis. In other word I create, edit and use the data in-situ where-as in bmax I would be forced into using objects along with their inherent overhead, I would have to pack/unpack data and take performance hits on pointer referencing/dereferenceing, peeking/poking etc, etc. Way way WAY too much hard graft for such straight forward and common task. An analogy: imagine no strings and instead every letter being an object... how long before you start screaming?
Request: CTYPE and CARRAY
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