[HOpenGL] GLUT, the way to go?
hopengl at lonely-star.org
hopengl at lonely-star.org
Mon May 17 09:38:12 EDT 2010
Hi,
I am new to Haskell, but not new to OpenGL. I am reading the tutorials
on the HOpenGL page and have a few questions.
- First of all, all tutorials are using GLUT. Is that really the way to
go with HOpenGL? They define (among other things) a onIdle and a
onDraw function. That seems to me (at least for a game) not the way
to go. onIdle updates the game logic, and onDraw draws the screen. As
far as I can see, it does not make sense to update the game logic
more than once between consecutive calls to onDraw. Same thing is
true for class to onDraw between consecutive class to onIdle. Is this
accounted for in the approach?
- In addition there is the onInput function. The onInput, onIdle and
onDraw functions communicate (in the tutorials) using variables
declared with newIORef. I come from the OO language C++ and almost no
experience with functional languages. But this puzzles me. Basically
they define global variables for the exchange between the callback
functions, correct?!? So, for every piece of information I want to
pass between these functions, I have to declare a newIORef variable?
In C/C++ I find GLUT not a very good approach and prefer plain OpenGL.
Does it make sense to go with plain OpenGL in Haskell too? Are there
any resources on how to do that?
Thanks!
Nathan
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