Join GitHub today
GitHub is home to over 20 million developers working together to host and review code, manage projects, and build software together.
Fetching latest commit…
Cannot retrieve the latest commit at this time.
|Failed to load latest commit information.|
Tsunami.Bindings ================ March, 2004 Vladimir Vukicevic email@example.com Introduction ------------ Tsunami.Bindings is an OpenGL C# binding that efficiently deals with extensions. Building involves potentially editing the makefile if you're on WIN32, and then typing "make". Note that a cygwin environment is assumed; at the very least, make and perl should be available. Both TsunamiBindingsCore.dll and TsunamiBindingsGl.dll need to be referenced in your application. There is no wrapping of GLX/WGL/AGL functions or extensions done at the moment, though that may happen in the future (patches appreciated!). Note that the "gl" and "GL_" prefixes have been stripped from function and constant names; thus, Gl.ClearColor(...) instead of Gl.glClearColor(...). The GL_ prefix is left on a very few enumerants where the remainder of the symbol starts with a numeral. For example, GL_3D_... is left as GL_3D_... The prefix stripping can be disabled by editing csgen.pl. Extension Handling Strategy --------------------------- For each extension that you want to use, you must do: using Tsunami.Bindings; GlExtensionLoader.GetInstance().LoadExtension ("GL_ARB_vertex_buffer_object"); These calls must take place after the OpenGL context is established, but obviously before any extension method invocations take place. Extension data is parsed from files which were spit out by the GLEW (http://glew.sourceforge.net/) tools, which process the extension specifications themselves. They are further hand-edited to include method overloads, allow the usage of array types, ref/out types, and similar. Note that this is an ongoing process; only a very small number of methods have been fully C#-ified, but the process to do so is very simple -- just edit the appropriate glcore/* or glext/* file, copy the line, and modify the signature to what it should be. A custom attribute is added to each extension method to identify its parent extension and original method name. LoadExtension() uses this attribute information to know which methods need to be loaded. The postprocessor takes the compiled assembly and generates a new assembly using Reflection.Emit, with IL to invoke the native methods at addresses stored in fields in the Gl class (which are filled in at LoadExtension time).