[Chicken-users] [ANN] glls version 0.3.0

2014-05-31 Thread Alex Charlton
As promised, glls now supports the (optional) automatic generation of functions 
for rendering pipelines. This function generation manifests differently 
depending on whether your file is compiled or evaluated. When compiled, 
rendering functions are compiled to efficient C. When evaluated, a generic (not 
remotely efficient) rendering function is used.

glls also now provides support for dynamic reevaluating of pipelines in such a 
way that the old program object ID is reused, so that your scene is instantly 
updated.

Two new examples were added (texture.scm and interactive.scm) to illustrate 
these new features:
https://github.com/AlexCharlton/glls/tree/master/examples

And, of course, the documentation describes these changes in detail:
https://wiki.call-cc.org/eggref/4/glls

glls is now a rather unique library for shader creation. Not only does it 
provide far tighter integration into the host language than the usual method 
for working with shaders, but it also makes few to zero speed sacrifices (when 
compared to hand-written C) even when the automatically generated rendering 
functions are used. These features were very much born out of Chicken’s unique 
strengths – I really can’t imagine combining them in any other language or even 
Scheme implementation. A big thanks to the Chicken team for creating a language 
and environment where this sort of thing is possible!

-- 
Alex


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Re: [Chicken-users] [ANN] glls version 0.3.0

2014-05-31 Thread Daniel Leslie
That is a thing of beauty.

-Dan
On 31 May 2014 07:52, Alex Charlton alex.n.charl...@gmail.com wrote:

 As promised, glls now supports the (optional) automatic generation of
 functions for rendering pipelines. This function generation manifests
 differently depending on whether your file is compiled or evaluated. When
 compiled, rendering functions are compiled to efficient C. When evaluated,
 a generic (not remotely efficient) rendering function is used.

 glls also now provides support for dynamic reevaluating of pipelines in
 such a way that the old program object ID is reused, so that your scene is
 instantly updated.

 Two new examples were added (texture.scm and interactive.scm) to
 illustrate these new features:
 https://github.com/AlexCharlton/glls/tree/master/examples

 And, of course, the documentation describes these changes in detail:
 https://wiki.call-cc.org/eggref/4/glls

 glls is now a rather unique library for shader creation. Not only does it
 provide far tighter integration into the host language than the usual
 method for working with shaders, but it also makes few to zero speed
 sacrifices (when compared to hand-written C) even when the automatically
 generated rendering functions are used. These features were very much born
 out of Chicken’s unique strengths – I really can’t imagine combining them
 in any other language or even Scheme implementation. A big thanks to the
 Chicken team for creating a language and environment where this sort of
 thing is possible!

 --
 Alex


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 Chicken-users@nongnu.org
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