On Apr 19, 2012, at 1:46 AM, Charles Forsyth <charles.fors...@gmail.com> wrote:
> "But wait!", I hear you cry. State, callbacks, no data structures to
> speak of, ... why don't we look
> at how they handle this stuff in ... Haskell! (Monads, and a learning
> curve, though you can then build
> up something that's not entirely graphics machine code.)

It is a big state machine because you have to give it a lot of state & the 3D 
h/w does do a lot of complicated things!   SGI had open inventor, a scene graph 
level C++ API but it didn't really go anywhere it seems.

But I think openGL 3.0+ and openGL ES 2.0 with their programmable pipeline can 
map well to a fileserver, where you write your data to the openGL server and 
the GPU does all the heavy lifting. This can also work reasonably well where 
the 3D h/w is a few tens of microseconds away from your cpu. I have a partial 
paper design but long way to go. A prototype is needed to see how well this 
will perform. An openInventor/coin3D/ivy (in scheme) kind of GUI library can be 
build on top of that.

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