Closed onox closed 9 years ago
These would fit in GL.Buffers
.
For features only available in OpenGL 4, it is important to bind them using GL.Runtime_Loading
.
You seem to be knowing what you're doing. Do you want to have write access to the repository? I moved away from Ada some time ago, so while I try to help you fixing issues you find, I probably won't do much active development on this library.
It seems only glDepthMask
and glDepthFunc
exist since OpenGL 1.0, so I'll import those with StdCall
convention, and use Loader
for everything else.
You seem to be knowing what you're doing. Do you want to have write access to the repository? I moved away from Ada some time ago, so while I try to help you fixing issues you find, I probably won't do much active development on this library.
Moved to Nim?
I just started learning GLSL and OpenGL >= 3.2, so I prefer if you could just give me some pointers/guidance now and then and comment in pull requests if I do something obviously wrong :smile:
Btw, is there a particular use-case for doing matrix manipulations with types other than Singles/Doubles? I want to add some functions/procedures to translate/rotate/scale + create perspective matrix, and I wonder whether I should add those to GL.Algebra
(functions/procedures use Matrix4
and Vector3
) or whether to add them to a new package that uses GL.Types.singles.Matrix4
, etc. (Basically only allowing Singles
and Doubles
in that case) What do you recommend?
Moved to Nim?
Yes. Moreover, I haven't done much graphics programming for some time.
I just started learning GLSL and OpenGL >= 3.2, so I prefer if you could just give me some pointers/guidance now and then and comment in pull requests if I do something obviously wrong :smile:
Okay.
Btw, is there a particular use-case for doing matrix manipulations with types other than Singles/Doubles?
Quoting the OpenGL Wiki:
All matrix types are floating-point, either single-precision or double-precision.
So while there may be use-cases for having matrix operations for integer types, they are probably not linked to OpenGL. On the other hand, I don't think it would be wrong to have them in GL.Algebra
, since nobody complains about superfluous functionality. Also, you want these operations to be primary operations of the matrix types, so you basically need to put them there.
Correction: Matrix operations should be defined in GL.Matrices
, which is used in GL.Algebra
.
Following functions are not binded:
glStencilFuncSeparate
(OpenGL >= 2)glStencilOpSeparate
(OpenGL >= 2)glStencilMaskSeparate
(OpenGL >= 2)glDepthMask
(OpenGL >= 1)glDepthFunc
(OpenGL >= 1)glDepthRangeArray
(OpenGL >= 4)glDepthRangeIndexed
(OpenGL >= 4)Note:
glStencil*
(isglStencil*Separate
with face set toGL_FRONT_AND_BACK
)What would be a good (new) package to put this functions in? (With actual bindings in
gl-api.ads
)