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...
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