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? ;) > > _______________________________________________ > Pharo-project mailing list > [email protected] > http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project > -- Best regards, Igor Stasenko AKA sig. _______________________________________________ Pharo-project mailing list [email protected] http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
