
On Sun, Jun 12, 2011 at 8:17 AM, L Corbijn
Hello,
In my not so recent coding for the OpenGL library I’ve met a few difficulties and questions. The most important one is that the current implementation for textures is not scalable. It relies on the assumption that there are only certain amount of texture targets for each dimension (only one for 1D and 3D). As OpenGL 3.0 adds a few targets this would introduce some extra targets this would lead to breaking the api. It's probably best to introduce it in the 'summer release', though earlier might also be possible in some opt in way (extra import?). My proposal for the new implementation of texture target is at the bottom of this email, as I wasn't sure whether or not attachments would work with the mailing list.
Looks like no one has responded to your message yet. Thank you for pointing this out. It does indeed sound like a problem with the current implementation. I'll have to think about this a bit more. Do I understand you correctly that you would like there to be a more general interface for marshaling data in the OpenGL binding? Thanks! Jason