Quote: Original post by Koobazaur
Yes, I could create a complete streaming abstraction layer with classes deriving from the std::stream class, handling every possible scenario and in case of errors, of course, throw a new custom set of exceptions that will be handled at each level of my file loading mechanism.
Or... I could actually finish making my game. But I guess YMMV
Or you could just do what ToohrVyk and fpsgamer said:
std::istream& operator >>(std::istream& stream, CVector3& dest){ float x, y, z; stream >> x >> y >> z; dest = KMath::CVector3(x, y, z); return stream;}fileStream >> vertices[vertI].mLocation;