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...<br><br>As for GLInts, GLFW used a lot of Int32 when it should be using Sizei.<br>
<br><br><br><div class="gmail_quote">On Fri, Jul 31, 2009 at 17:43, Paul L <span dir="ltr"><<a href="mailto:ninegua@gmail.com">ninegua@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi Sven,<br>
<br>
Thanks a lot for bringing OpenGL out of the autoconf dependency, it<br>
would really help with installation on platforms like Windows.<br>
<br>
I've also noticed that the decision was made to use solely C types as<br>
instances for VertexComponent, ColorComponent, etc. I'm not sure I<br>
understand this change because:<br>
<br>
1. There was no default type for things like GL.Vertex3, and one had<br>
to explicitly annotate the type. Removing Int, Float from the<br>
Component classes would surely break A LOT OF existing code.<br>
<br>
2. I don't see a problem adding back Int, Float, Double, etc. as<br>
instances of those Component classes along side of C types.<br>
<br>
On the other hand, I'm comfortable with changing types like GLint to C<br>
types, as existing code should have used GLint instead of Int.<br>
<font color="#888888"><br>
--<br>
Regards,<br>
Paul Liu<br>
<br>
Yale Haskell Group<br>
<a href="http://www.haskell.org/yale" target="_blank">http://www.haskell.org/yale</a><br>
</font><div><div></div><div class="h5"><br>
On 7/29/09, Sven Panne <<a href="mailto:Sven.Panne@aedion.de">Sven.Panne@aedion.de</a>> wrote:<br>
> A new version of the OpenGL package has bee uploaded to Hackage. The main<br>
> change is that it is now only a convenience layer upon the OpenGLRaw and<br>
> GLURaw packages, written in in pure Haskell without the FFI. The latter two<br>
> packages load the native libraries dynamically and do not rely on any C<br>
> headers, making it possible to build all OpenGL-related packages even on<br>
> machines without any installed native OpenGL support. Apart from that, a bug<br>
> in vertexAttribPointer has been fixed.<br>
><br>
> Cheers,<br>
> S.<br>
><br>
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</div></div></blockquote></div><br><br clear="all"><br>-- <br>Rafael Gustavo da Cunha Pereira Pinto<br><br>