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. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Clojure" group. To post to this group, send email to clojure@googlegroups.com Note that posts from new members are moderated - please be patient with your first post. To unsubscribe from this group, send email to clojure+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/clojure?hl=en -~----------~----~----~----~------~----~------~--~---