Re: News from my coding front
Balazs Komuves <[email protected]> Sat, 2 Jul 2011 08:29:14 +0200
| Newsgroups | gmane.comp.lang.haskell.hopengl |
|---|---|
| Message-ID | <CAHZd2p=_j1-yXFrCxWdN=oYHnGZGfF9hNLeQxUhzB+qbJAbw+w@mail.gmail.com> |
Hi, I have to think about how non-square matrices fit in, but I'm not fundamentally opposed to adding them. In general, I have been musing about an API reorganization for a while now, so if you have suggestions I'm happy to hear about them. Balazs On Fri, Jul 1, 2011 at 10:45 PM, L Corbijn <[email protected]> wrote: > I just forgot one major point, we NEED matrices as you can load them into > shader objects and the current Matrix class is only meant to be used in the > OpenGL 1-2 state machine. Balazs Komuves' package (mentioned in [2], hackage > [3]) looks good, but is missing support for non square matrices as far as I > can see. But a good implementation (In the OpenGL package or some other) is > really needed. > > Lars Corbijn > > [2] http://www.haskell.org/pipermail/hopengl/2011-May/001016.html > [3] http://hackage.haskell.org/package/vect > > http://www.haskell.org/pipermail/hopengl/2011-May/001016.html > > > On Fri, Jul 1, 2011 at 10:19 PM, L Corbijn <[email protected]>wrote: > >> Hello, >> >> My work on implementing extra functions to make the OpenGL library >> compattible with version 3 of the spec is quite far. But completing the work >> quite depends on what to do with the API with regard to texturing. The >> OpenGL 3 spec adds quite a few targets for textures, and as I've pointed out >> in [1] it needs some breaking changes to make it scaleable. So my first >> question is what to do with the texturetarget api, there are as far as I can >> see three options >> 1 leave it as is and implement the dependencies (framebufferobjects) >> analogous. >> 2 make a new one a side from the current (extra user import). >> 3 make a breaking change to a new api. >> >> Apart from that there is some extra work I've still to do >> - TexParameterI{i ui}v (for integer lookup for TEXTURE_BORDER_COLOR) >> - Some framebuffer operations (4.1-4.3) >> >> And I want to rewrite some framebufferobject (FBO) related code, I'm not >> happy with the way FBO-attachment-points are defined. There are some several >> functions that take framebuffer(object)s as argument, and the allowed type >> of buffers depend on the function. As far as I see it now it probably leads >> to having all the FBO-attachments to be defined in BufferMode, and a second >> time for use by FBO specific functions. If people have better ideas on how >> to restrict what type of drawbuffers can be passed to functions I would be >> very interested. (Mind you, some of these need to be unmarshalled). >> >> The third and last question is how much testing there has to be done on >> the code. Most, if not all, code I've generated is only tested to compile. >> Actual run time testing is quite some work (generating test examples, >> setting up redendering, etc.). I've been working on a little framework but I >> doubt it will finish (as with more of my ideas ;), if somebody is interested >> let me know. >> >> Greetings, >> Lars Corbijn >> >> [1] http://www.haskell.org/pipermail/hopengl/2011-June/001025.html >> > > > _______________________________________________ > HOpenGL mailing list > [email protected] > http://www.haskell.org/mailman/listinfo/hopengl > > _______________________________________________ HOpenGL mailing list [email protected] http://www.haskell.org/mailman/listinfo/hopengl