Thanks. I understand what you mean with 'blind staring' on style (and possible OCD :))
During time I've developed my own style which feels good. My whole project (3d engine) uses this style, but never takes into account if parameters passed to a function can be modified or not, that's why I'm approaching this 'wider' then just one source file.
For example:
- I have a d3d class, which is the main class where the rendering happens
- for example the 'RenderFrame' member function, takes a d3dscene and other objects as parameters, but they're never changed
(and therefore would be safer to make them 'const'). At the moment I pass basically everything as a pointer, meaning I could accidentally change everything and can't see in a (member) function what the passed parameters/ variables are used for
- the same 'RenderFrame' function uses variables of the d3d object, but never changes them, so the member function 'RenderFrame' should be 'const' to (for safety)
etc. :)
One of the things I've put through over my complete project is variable namings.
mMyThing, means it's a class member, starting with "m", pMyOther, means it's a parameter given to the scope/ function, because it starts with 'p'.
It was quite a job to go through all code and apply it, but it definately helped and helps me when I change things now.
The same is with documentation/ comments in my code, also one style all over the engine.
Basically it's to late to prevent OCD, as you can read :)