Most of the OpenGL code I've seen has been a fairly literal
translation of the corresponding Java, so as a way of getting my feet
wet in Clojure I've written something that tries to be a little more
idiomatic.  It can be found at http://github.com/ztellman/penumbra/tree/master

The only really novel thing it brings to the table is intra-primitive
transformations, which means that you can update the transformation
matrix while defining a shape.  It's always bothered me that OpenGL
doesn't allow this, so I added an additional transform step before
passing the coords to glVertex.  This can be bypassed, but if you use
call lists it doesn't affect your performance at all.

If anyone has any questions or thoughts, I'd be happy to hear them.


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