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1 | # SDL::OpenGL.pm |
2 | # |
3 | # A simplified OpenGL wrapper |
4 | # |
5 | # Copyright (C) 2002, 2003, 2004 David J. Goehrig |
6 | # |
7 | |
8 | package SDL::OpenGL; |
9 | |
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10 | use strict; |
11 | use warnings; |
12 | use Carp; |
13 | |
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14 | require Exporter; |
15 | require DynaLoader; |
16 | use vars qw( |
17 | @EXPORT |
18 | @ISA |
19 | ); |
20 | @ISA=qw(Exporter DynaLoader); |
21 | |
22 | use SDL; |
23 | use SDL::OpenGL::Constants; |
24 | |
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25 | |
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26 | bootstrap SDL::OpenGL; |
27 | for ( keys %SDL::OpenGL:: ) { |
28 | if (/^gl/) { |
29 | push @EXPORT,$_; |
30 | } |
31 | } |
32 | |
33 | # export all GL constants |
34 | for (@SDL::OpenGL::Constants::EXPORT) { |
35 | push @EXPORT, $_; |
36 | } |
37 | |
38 | |
39 | 1; |
40 | |
41 | __END__; |
42 | |
43 | =pod |
44 | |
45 | |
46 | |
47 | =head1 NAME |
48 | |
49 | SDL::OpenGL - a perl extension |
50 | |
51 | =head1 DESCRIPTION |
52 | |
53 | L<SDL::OpenGL> is a perl module which when used by your application |
54 | exports the gl* and glu* functions into your application's primary namespace. |
55 | Most of the functions described in the OpenGL 1.3 specification are currently |
56 | supported in this fashion. As the implementation of the OpenGL bindings that |
57 | comes with SDL_perl is largely type agnositic, there is no need to decline |
58 | the function names in the fashion that is done in the C API. For example, |
59 | glVertex3d is simply glVertex, and perl just does the right thing with regards |
60 | to types. |
61 | |
62 | =head1 CAVEATS |
63 | |
64 | The following methods work different in Perl than in C: |
65 | |
66 | =over 2 |
67 | |
68 | =item glCallLists |
69 | |
70 | glCallLists(@array_of_numbers); |
71 | |
72 | Unlike the C function, which get's passed a count, a type and a list of |
73 | numbers, the Perl equivalent only takes a list of numbers. |
74 | |
75 | Note that this is slow, since it needs to allocate memory and construct a |
76 | list of numbers from the given scalars. For a faster version see |
77 | L<glCallListsString>. |
78 | |
79 | =back |
80 | |
81 | The following methods exist in addition to the normal OpenGL specification: |
82 | |
83 | =over 2 |
84 | |
85 | =item glCallListsString |
86 | |
87 | glCallListsString($string); |
88 | |
89 | Works like L<glCallLists()>, except that it needs only one parameter, a scalar |
90 | holding a string. The string is interpreted as a set of bytes, and each of |
91 | these will be passed to glCallLists as GL_BYTE. This is faster than |
92 | glCallLists, so you might want to pack your data like this: |
93 | |
94 | my $lists = pack("C", @array_of_numbers); |
95 | |
96 | And later use it like this: |
97 | |
98 | glCallListsString($lists); |
99 | |
100 | =back |
101 | |
102 | =head1 AUTHOR |
103 | |
104 | David J. Goehrig |
105 | |
106 | =head1 SEE ALSO |
107 | |
108 | L<perl> L<SDL::App> |
109 | |
110 | =cut |