Re: [Chicken-users] [ANN] opengl-glew version 0.4.0

2014-05-12 Thread Kristian Lein-Mathisen
Exciting work, Alex!

I'm really looking forward to look into this. Hoping I'll have time to do
so now. And I'm glad the glm egg was useful, even with the documentation
lacking as it is. gl-math looks nice and lightweight, did you write
hypermath.c yourself?

Do you have some insight on how much work is needed to make the opengl-glew
egg compile for OpenGL ES?

K.


On Mon, May 12, 2014 at 12:53 AM, Alex Charlton
alex.n.charl...@gmail.comwrote:


 Hello all,

 I figured I’d announce this new version of my opengl-glew egg, as it
 contains significant new features./

 Aside from some minor improvements, version 0.4.0 adds two new modules:
 gl-math and gl-utils.

 gl-math provides functions primarily for manipulating matrices, much like
 those that are contained in the now deprecated GLU. The glm egg also
 provides similar functionality (and honestly, I probably wouldn’t have
 written gl-math if I had known that glm had camera and projection creation
 functions), but gl-math is more light-weight and fully documented. Not to
 put down glm in any way, though, as it was enormously useful in getting
 things going for me.

 gl-utils contains two main pieces of functionality at the moment: a helper
 for creating VAOs, and PLY loading. Having these tools makes loading and
 rendering models quite easy.

 For complete information, check out the docs:

 https://wiki.call-cc.org/eggref/4/opengl-glew

 --
 Alex


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Re: [Chicken-users] [ANN] opengl-glew version 0.4.0

2014-05-12 Thread Alex Charlton

Kristian Lein-Mathisen writes:

 Exciting work, Alex!

Thanks!

 I'm really looking forward to look into this. Hoping I'll have time to do
 so now. And I'm glad the glm egg was useful, even with the documentation
 lacking as it is. gl-math looks nice and lightweight, did you write
 hypermath.c yourself?

hypermath.c is indeed written by me. It’s no doubt not as thoroughly tested as 
GLM, so there might be some bugs lurking. So far it has worked well for me, 
though.

 Do you have some insight on how much work is needed to make the opengl-glew
 egg compile for OpenGL ES?

Hm, opengl-glew was certainly not written with ES in mind. As far as I know, 
GLEW provides no support for ES. A true OpenGL ES egg (let’s call it opengl-es) 
could likely be very easily made by copying opengl-glew.scm, removing the 
references to GLEW, and creating a gl.h file from 
http://www.khronos.org/registry/gles/api/GLES3/gl31.h via gl-translator.scm 
(the sort of operation that is done in opengl-glew’s setup file). If this were 
done, then it would probably make sense to split gl-math and gl-utils off into 
separate eggs, as well as move the additional definitions made in 
opengl-glew.scm into gl-utils. I’m not sure how you’d get rid of the dependency 
to opengl-glew in gl-utils, though – since presumably you’d want it to depend 
on opengl-es if that were the platform being used. In any case, if this is 
something that you’d like to work on, let me know and we can coordinate our 
efforts.

-- 
Alex


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[Chicken-users] [ANN] opengl-glew version 0.4.0

2014-05-11 Thread Alex Charlton

Hello all,

I figured I’d announce this new version of my opengl-glew egg, as it contains 
significant new features./

Aside from some minor improvements, version 0.4.0 adds two new modules: gl-math 
and gl-utils. 

gl-math provides functions primarily for manipulating matrices, much like those 
that are contained in the now deprecated GLU. The glm egg also provides similar 
functionality (and honestly, I probably wouldn’t have written gl-math if I had 
known that glm had camera and projection creation functions), but gl-math is 
more light-weight and fully documented. Not to put down glm in any way, though, 
as it was enormously useful in getting things going for me.

gl-utils contains two main pieces of functionality at the moment: a helper for 
creating VAOs, and PLY loading. Having these tools makes loading and rendering 
models quite easy.

For complete information, check out the docs:

https://wiki.call-cc.org/eggref/4/opengl-glew

-- 
Alex


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