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- Subject: Re: OpenGL and GLUT bindings
- From: varol kaptan <varol.kaptan@...>
- Date: Wed, 6 Jul 2005 11:42:48 +0100
Well, luaglut came out to life as a part of a simulator framework. I
was interested in rapid prototyping and needed the complete OpenGL api
available in case I need to visualize something more exotic (which
actually happened a lot in my case). I didn't like any of the
alternatives, so I decided to write my own. Lua-to-C transfers can
really start taking a long time when drawing lots of data, but then
you can easily switch to display lists for static geometry.
I wanted the semantics of the bindings to be as close to the original
as possible. Of course it is not a substitute for a proper scene
graph, but there is no reason why it cannot augment one (for RAD
On 7/6/05, Adam D. Moss <firstname.lastname@example.org> wrote:
> 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 - email@example.com