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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