Hi to all!
I’m developing a C# application for my sake. I’ve used untill some weeks ago OpenGL bindings like Tao Framework. Since I noticed how specification are used to generate C# bindings, I tried to generate OpenGL C# bindings myself. Generated bindings are generated following the Tao Framework bindings…
Actually I have not tested my generated bindings, they are so far to be declared as usable, but I think this way is right.
I come here to ask you, OpenGL experts, some questions… but first I would like to present my ideas.
- Define a OpenGL Forward Profile only interface (!)
- I’d like an interface near as much as possible to the OpenGL specification writing, including extensions. i.e. : this require the definition of function overloads such as Gl.Get for glGetIntegerv, glGetFloatv, etc. routine.
- Routine scoping into a main class (Gl, Wgl, Xgl…), in a way to remove the typical gl routine prefix and GL_ enum prefix.
- Remotion of f, v, fv, i, iv, b, bv, N, etc… suffixes from OpenGL routines names.
- Remotion of every ARB, EXT, etc… routine which already has a counterpart in the core specification (!)
- Renaming of every ARB routine not yet removed in a way to remove the ARB suffix.
My question are the following:
- What about the OpenGL specification in XML format?
- Imposing a forward compatible context (and all derived consequences) is deprecable?
- What about licencing this specification with an open licence, specifically the GPL3?
- Any opinion or advice about my OpenGL bindings? (code, concepts…)
- What about binding function overloads?
- Probably too many questions…
Thank you all for your time.
P.S.: the code is available at
svn co https://genomalib.svn.sourceforge.net/svnroot/genomalib genomalib