ANNOUNCE: GPipe-1.0.0: A functional graphics API for programmable GPUs

I'm proud to announce the first release of GPipe-1.0.0: A functional graphics API for programmable GPUs. GPipe models the entire graphics pipeline in a purely functional, immutable and typesafe way. It is built on top of the programmable pipeline (i.e. non-fixed function) of OpenGL 2.1 and uses features such as vertex buffer objects (VBO's), texture objects and GLSL shader code synthetisation to create fast graphics programs. Buffers, textures and shaders are cached internally to ensure fast framerate, and GPipe is also capable of managing multiple windows and contexts. By creating your own instances of GPipes classes, it's possible to use additional datatypes on the GPU. You'll need full OpenGL 2.1 support, including GLSL 1.20 to use GPipe. Thanks to OpenGLRaw, you may still build GPipe programs on machines lacking this support. The package, including full documentation, can be found at: http://hackage.haskell.org/package/GPipe-1.0.0 Of course, you may also install it with: cabal install gpipe Cheers! Tobias Bexelius _________________________________________________________________ Hitta kärleken nu i vår! http://dejting.se.msn.com/channel/index.aspx?trackingid=1002952

I've read the documentation and it seems really cool, but I'm missing an example, even if not complete. Thanks! -- Felipe.

I second the request for a few examples. This looks absolutely
perfect for a lot of things, but it's a different way of approaching
accelerated graphics than people are used to.
-- jeff
On Sun, Oct 4, 2009 at 4:22 PM, Felipe Lessa
I've read the documentation and it seems really cool, but I'm missing an example, even if not complete.
Thanks!
-- Felipe. _______________________________________________ HOpenGL mailing list HOpenGL@haskell.org http://www.haskell.org/mailman/listinfo/hopengl
participants (3)
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Felipe Lessa
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Jeff Heard
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Tobias Bexelius