Andy Wingo doesn't use f32vectors, he uses packed-struct.scm https:// github.com/guildhall/guile-opengl/blob/master/gl/contrib/packed-struct.scm . There are bytevector-ieee-single-native-set in it.
It works because I wrote: $ cd /home/spectrumgomas/guile-opengl-01.0/examples/particle-system $ guile client-arrays.scm And I see the particle system. Now I just need to understand it. :) El sáb., 26 ene. 2019 a las 16:39, Daniel Llorens (< daniel.llor...@bluewin.ch>) escribió: > > > > On 26 Jan 2019, at 17:05, Luis Souto Graña <luissoutob...@gmail.com> > wrote: > > > > The structure of my byvector is: > > > > 30.0(float) --- IEE754 converter --> 0x41F00000 (hexadecimal) --- > little endian ---> 0000F041 --- hexadecimal to decimal converter ---> 00 00 > 240 65 > > > > But I didn't notice and there's a lot of zeros before the next 00 00 240 > 65. > > > > I have to study what is the structure of a f32vector in Guile. I don't > know it. > > The storage of an f32vector is exactly the same as if you declared float > a[n] in C, one float after another, each taking 4 bytes. Endianness doesn't > matter if you are producing and consuming the floats on the same machine. > > The source data is floats, OpenGL takes floats, you don't need to deal > with bytes. > >