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- Subject: Re: OpenGL and GLUT bindings
- From: "Adam D. Moss" <adam@...>
- Date: Wed, 06 Jul 2005 00:55:58 +0100
varol kaptan wrote:
Thanks a lot fot the patches - they have been incorporated. I also
fixed the support for windows and added an example showing how to do
raw memory access (loading textures, etc).
Download from http://lua-users.org/files/wiki_insecure/users/VarolKaptan/
I think a GL binding is wonderful.
Whilst clearly being too lazy to check out the code you've
written, I'm quite interested in your approach. Do you find that
you favour a retained (VBOs, displaylists, etc) view of the scene
geometry owing to what I'd imagine would be a bottleneck of
doing a lua->C transfer of geometry data each frame? I've bound
GL myself, but in an extremely abstract very-retained way where
the Lua code builds and manipulates a scene graph which lives
mostly at the C-side, and most of THAT (meshes, textures) lazily
interned into the GL state machine itself.
Adam D. Moss - firstname.lastname@example.org