Hej, this all sounds really cool :-)
I hacked a little bit of code to generate C bindings for what is specified in the glcorearb.h file. I also wrote a small script to extract the gl constants and define them as scheme variables. This is all *really* hacky stuff, but if somebody wants to have a lookt at it... On 21:29 Fri 01 Feb , Daniel Hartwig wrote: > The real critical part will be how the user manipulates their vertex > data, if this is done frequently on the scheme side. Mapping (typed) > bytevectors, or srfi-4 to gl arrays will help with that, and avoiding > the implicit type conversions that some other bindings perform. I did use r6rs bytevectors (bytevector-ieeee-single-native-ref...) to plow through my data and it was rather sluggish. It's quite possible that I did someting terribly wrong, but I went back to do the crunching in C... On 13:16 Fri 01 Feb , Andy Wingo wrote: > https://gitorious.org/guile-figl Looking forward to have a look at your code :-) Happy Hacking, Kai :)
