January 11, 2016 Re: issue porting C++/glm/openGL to D/gl3n/openGL | ||||
---|---|---|---|---|
| ||||
Posted in reply to WhatMeWorry | On Sunday, 10 January 2016 at 05:47:01 UTC, WhatMeWorry wrote:
> On Sunday, 10 January 2016 at 04:37:43 UTC, Mike Parker wrote:
>> On Sunday, 10 January 2016 at 02:51:57 UTC, WhatMeWorry wrote:
>>>
>>
>>> Is gl3n not a direct replacement for glm?
>>>
>>
>> From the very top of the gl3n github page:
>>
>> "OpenGL Maths for D (not glm for D)."
>>
>> So, no, it is not. You might want to start with the glm documentaion [1].
>>
>> [1] http://dav1dde.github.io/gl3n/
>
>
> Thanks. Bummer. I really like gl3n, but glm/opengl is used almost exclusively in all the modern opengl code (tutorials) I've seen, so this might be a deal breaker. As the author of Derelict do you have any ideas of how much work is involved with getting glm to work with D?
>
> Want to do a DerelictGLM :)
>
> I bought your excellent book as a xmas present for myself so looks like I'll be reading chapter 9.
gl3n has most features of GLM just the syntax is different and a few other things.
gl3n then operates on row-major matrices only (Extrawurst wanted to work on a column-major version), which isn't a big issue for your usual GL, you just need to tell OpenGL that it is in row-major format when uploading it.
iirc GLM is a header only library so you can't simply interface it from D you would need to port every function, that's what I basically did in gl3n only that I started from scratch and made my own API etc. So you can use gl3n as a glm replacement it just has a different syntax and a few semantics are different.
---
Regarding some functions not showing up on the website, that's because the ddoc generator doesn't want to go into some static if() or version() blocks. A known bug.
|
January 12, 2016 Re: issue porting C++/glm/openGL to D/gl3n/openGL | ||||
---|---|---|---|---|
| ||||
Posted in reply to WhatMeWorry | On Sunday, 10 January 2016 at 05:47:01 UTC, WhatMeWorry wrote:
> Thanks. Bummer. I really like gl3n, but glm/opengl is used almost exclusively in all the modern opengl code (tutorials) I've seen, so this might be a deal breaker. As the author of Derelict do you have any ideas of how much work is involved with getting glm to work with D?
>
> Want to do a DerelictGLM :)
AFAIK, glm is a header-only library, so there's nothing to bind to. And if it did have binaries, I don't think the current state of D's C++ support could handle it. Binding to C is easy, binding to C++ is hit or miss.
|
January 12, 2016 Re: issue porting C++/glm/openGL to D/gl3n/openGL | ||||
---|---|---|---|---|
| ||||
Posted in reply to Mike Parker | On Tuesday, 12 January 2016 at 01:00:30 UTC, Mike Parker wrote:
> On Sunday, 10 January 2016 at 05:47:01 UTC, WhatMeWorry wrote:
>
>> Thanks. Bummer. I really like gl3n, but glm/opengl is used almost exclusively in all the modern opengl code (tutorials) I've seen, so this might be a deal breaker. As the author of Derelict do you have any ideas of how much work is involved with getting glm to work with D?
>>
>> Want to do a DerelictGLM :)
>
> AFAIK, glm is a header-only library, so there's nothing to bind to. And if it did have binaries, I don't think the current state of D's C++ support could handle it. Binding to C is easy, binding to C++ is hit or miss.
the performance would also be terrible because AFAIK nothing could be inlined(outside of LTO, maybe)
|
Copyright © 1999-2021 by the D Language Foundation