My library basically maintained the same idea as yours, except the code
generator is in pure Swift, the enums are all scoped under `GL`, and the
types are Swiftized. My PNG library <https://github.com/kelvin13/maxpng>
depends on zlib though, instead of a pure Swift inflate implementation. No
Foundation dependency though. Adding JPEG and GIF support to complete a set
of Swift image codecs has been a long-term goal.

On Wed, Aug 16, 2017 at 9:30 PM, David Turnbull via swift-users <
swift-users@swift.org> wrote:

> SwiftGL was recently updated to Swift 3 by Justin Kolb. The repos work but
> the tutorial still has old code snips that need updating. Works on Linux,
> Mac, and WSL+Xming.
>
> Inside SwiftGL you'll find an OpenGL loader, a math library for vectors
> and matrices, and image decoders for PNG, GIF, and BMP. All Swift, even the
> inflate algorithm!
>
> http://www.swiftgl.org/
>
>
>> On Mon, Jun 26, 2017 at 7:40 PM, Taylor Swift <kelvin1...@gmail.com>
>> wrote:
>>
>>> Hi all, I have released the Swift *OpenGL* library, a package that lets
>>> you interface with the GPU from Swift code. It’s intended to replace 
>>> Turnbull’s
>>> SGL library <https://github.com/SwiftGL/OpenGL> which has been
>>> unmaintained since the days of Swift 2.0. Swift OpenGL is tested on Linux,
>>> it *should* work on OSX but I haven’t been able to test it on a Mac.
>>>
>>
>
> _______________________________________________
> swift-users mailing list
> swift-users@swift.org
> https://lists.swift.org/mailman/listinfo/swift-users
>
>
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