On Tuesday, 24 April 2012 at 08:45:44 UTC, Denis Shelomovskij wrote:
One day I'll finish my OpenGL wrapper for D. It will give you better abilities in creating OpenGL 3 contexts than most C++ frameworks (SDL, GLFW etc.) and, I hope, will get rid of passing pointers to functions.

It will be done soon after I'll finish Scintilla wrapper for D.

And it will be done soon after I'll conquer the world (or a bit earlier).

Dreams, dreams...

P.S.
OpenGL context creating has been done a long time ago but then I decided to create full wrapper to supersede Derelict's one and it still not finished because that I decided to create general wrapping back-end. And I've done it (CWrap), but than I decided to create Scintilla wrapper...

P.P.S.
Sorry for the flood...

--
Денис В. Шеломовский
Denis V. Shelomovskij


One of the reasons I came to D is because I can feed and read data from openGL using pointers rather than having to duplicate (Marshal) data from the stack to the managed heap before I can interact with openGL (C#). It is redundant to be reading vertex attribute data from a file into managed memory when the destination of that data is the graphics card. It is better to be reading the file data into a stack based struct, handing the pointer to this data to the vbo, securing the vao id and then dropping the stack at function exit. If for no other reason it reduces the work required by the garbage collector continuously reorganizing the heap as vertex data transits through it.

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