According to http://hackage.haskell.org/package/OpenGL, it claims to support version 3.2, so a lack of glUniformMatrix seems like a huge oversight. This makes me think that one of two things is the case: 1. There is a way to do it, but it's non-obvious. Hopefully documentation could fix this. 2. There isn't a way to do it, so either a. the OpenGL package shouldn't claim to be 3.2 compliant, or b. the functionality should be added ;-) Does anyone know which case the current package falls into? And/or what can be done about making sure no one else in the future has the same problem that Yusuke has? I'd be willing to help out, but I don't know where to start. Thanks, Myles On Fri, Aug 24, 2012 at 9:31 AM, Yusuke Kajimoto <usk@lunaticengine.org>wrote:
In general, if you can't find it in HOpenGL, look at OpenGLRaw: http://hackage.haskell.org/package/OpenGLRaw
Thank you for your reply. I achieved my aim using OpenGLRaw just now!
But as there are no methods to access UniformLocation, AttribLocation, VertexShader, FragmentShader and Program type internals, I rewrote almost all of code around GLSL with OpenGLRaw... _______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl