[HOpenGL] News from my coding front

L Corbijn aspergesoepje at gmail.com
Fri Jul 1 22:19:59 CEST 2011


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
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