Will this be an actual OpenGL control that one can drop in their project, or a
set of declares like Asher's?
http://www.fireyesoftware.com/developer/opengldeclares/?style=default
If they're declares, perhaps you'd like to work from his?
----- Original Message -----
From: Marco Bambini <marco at sqlabs dot net>
Date: Wednesday, December 7, 2005 12:24 pm
Subject: New OpenGL plugin
> I am developing an OpenGL plugin for REAL Basic.
> Things are going pretty well and it seems to really rocks (1500
> frames per second on my iMac with a simple spinning cube test).
>
> I have ported about 90% of all the OpenGL 1.4 routines, but I need
> an
> advice for some of them from some OpenGL gurus :-)
> What are in your opinion the best way to declare these routines in
> RB ? (the GLuint *, GLclampf * and the GLvoid * parameters)
>
> void glSelectBuffer (GLsizei size, GLuint *buffer)
>
> void glCallLists (GLsizei n, GLenum type, const GLvoid *lists)
>
> void glDrawElements (GLenum mode, GLsizei count, GLenum type, const
>
> GLvoid *indices)
>
> void glDrawRangeElements (GLenum mode, GLuint start, GLuint end,
> GLsizei count, GLenum type, const GLvoid *indices)
>
> void glGenTextures (GLsizei n, GLuint *textures)
>
> void glPrioritizeTextures (GLsizei n, const GLuint *textures, const
>
> GLclampf *priorities)
>
> void glDeleteTextures (GLsizei n, const GLuint *textures)
>
> MemoryBlock is easier for me to handle but maybe String() (array)
> is
> better for who have to use the plugin.
>
> Please give me an advice...
>
> Thanks,
> ---
> Marco Bambini
> http://www.sqlabs.net
> http://www.sqlabs.net/blog/
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