That is a thing of beauty.
On 31 May 2014 07:52, "Alex Charlton" <
address@hidden> wrote:
As promised, glls now supports the (optional) automatic generation of functions for rendering pipelines. This function generation manifests differently depending on whether your file is compiled or evaluated. When compiled, rendering functions are compiled to efficient C. When evaluated, a generic (not remotely efficient) rendering function is used.
glls also now provides support for dynamic reevaluating of pipelines in such a way that the old program object ID is reused, so that your scene is instantly updated.
Two new examples were added (texture.scm and interactive.scm) to illustrate these new features:
https://github.com/AlexCharlton/glls/tree/master/examples
And, of course, the documentation describes these changes in detail:
https://wiki.call-cc.org/eggref/4/glls
glls is now a rather unique library for shader creation. Not only does it provide far tighter integration into the host language than the usual method for working with shaders, but it also makes few to zero speed sacrifices (when compared to hand-written C) even when the automatically generated rendering functions are used. These features were very much born out of Chicken’s unique strengths – I really can’t imagine combining them in any other language or even Scheme implementation. A big thanks to the Chicken team for creating a language and environment where this sort of thing is possible!
--
Alex
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