While "fixing" GLFW I was thinking exactly the same. GLFW uses a lot of Floats for textures, and it wouldn't hurt bad to add those instances...
As for GLInts, GLFW used a lot of Int32 when it should be using Sizei.
Hi Sven,
Thanks a lot for bringing OpenGL out of the autoconf dependency, it
would really help with installation on platforms like Windows.
I've also noticed that the decision was made to use solely C types as
instances for VertexComponent, ColorComponent, etc. I'm not sure I
understand this change because:
1. There was no default type for things like GL.Vertex3, and one had
to explicitly annotate the type. Removing Int, Float from the
Component classes would surely break A LOT OF existing code.
2. I don't see a problem adding back Int, Float, Double, etc. as
instances of those Component classes along side of C types.
On the other hand, I'm comfortable with changing types like GLint to C
types, as existing code should have used GLint instead of Int.
--
Regards,
Paul Liu
Yale Haskell Group
http://www.haskell.org/yale
On 7/29/09, Sven Panne <Sven.Panne@aedion.de> wrote:
> A new version of the OpenGL package has bee uploaded to Hackage. The main
> change is that it is now only a convenience layer upon the OpenGLRaw and
> GLURaw packages, written in in pure Haskell without the FFI. The latter two
> packages load the native libraries dynamically and do not rely on any C
> headers, making it possible to build all OpenGL-related packages even on
> machines without any installed native OpenGL support. Apart from that, a bug
> in vertexAttribPointer has been fixed.
>
> Cheers,
> S.
>
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