On 20 May 2010 21:51, Henrik Sperre Johansen
<[email protected]> wrote:
>  On 20.05.2010 17:47, Igor Stasenko wrote:
>>
>> There are multiple GL bindings exists by now
>> - one that used by Croquet (FFI)
>> - another one that using Alien
>>
>> and i doing one more, which using NativeBoost for callouts.
>>
>> And the question, what form of selectors you like most,
>> pros/cons .. i need to know, because i can pick any of them,
>> but i hope, that i will not be only one who using this stuff, so i
>> need your opinion.
>>
>> Lets take a usual OpenGL function:
>>
>> void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
>>
> For me, 3 + 6 seems the nicest, for the reasons you mentioned.
> (method names starting in lower case though, so gl vertex3f_x: x y: y z: z).
>
Ok,
with one exception, i think.

For funtions which taking just a single argument, like:

void glMatrixMode ( GLenum mode )

i think it would be better to not append an argument name i.e.

gl matrixMode: foo

instead of

gl matrixMode_mode: foo

Because in most cases, there is enough information about it from a
function name itself,
and argument name in selector just adds a noise:

void glColor3fv ( GLfloat* v )

gl color3fv: foo

instead of

gl color3fv_v: foo



> Cheers,
> Henry
>
> PS. That particular method was deprecated in 3.0 and removed in 3.1 though,
> right? ;)
>
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-- 
Best regards,
Igor Stasenko AKA sig.

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