package SDL::OpenGL;
+use strict;
+use warnings;
+use Carp;
+
require Exporter;
require DynaLoader;
use vars qw(
use SDL::OpenGL::Constants;
-1;
-
-__END__;
-
-=pod
-
-
-
-=head1 NAME
-
-SDL::OpenGL - a perl extension
-
-=head1 DESCRIPTION
-
-L<SDL::OpenGL> is a perl module which when used by your application
-exports the gl* and glu* functions into your application's primary namespace.
-Most of the functions described in the OpenGL 1.3 specification are currently
-supported in this fashion. As the implementation of the OpenGL bindings that
-comes with SDL_perl is largely type agnositic, there is no need to decline
-the function names in the fashion that is done in the C API. For example,
-glVertex3d is simply glVertex, and perl just does the right thing with regards
-to types.
-
-=head1 CAVEATS
-
-The following methods work different in Perl than in C:
-
-=over 2
-
-=item glCallLists
-
- glCallLists(@array_of_numbers);
+sub import {
+ my $self = shift;
+
+ $self->export_to_level(1, @_);
+ SDL::OpenGL::Constants->export_to_level(1);
+ }
-Unlike the C function, which get's passed a count, a type and a list of
-numbers, the Perl equivalent only takes a list of numbers.
-Note that this is slow, since it needs to allocate memory and construct a
-list of numbers from the given scalars. For a faster version see
-L<glCallListsString>.
-=back
-
-The following methods exist in addition to the normal OpenGL specification:
-
-=over 2
-
-=item glCallListsString
-
- glCallListsString($string);
-
-Works like L<glCallLists()>, except that it needs only one parameter, a scalar
-holding a string. The string is interpreted as a set of bytes, and each of
-these will be passed to glCallLists as GL_BYTE. This is faster than
-glCallLists, so you might want to pack your data like this:
-
- my $lists = pack("C", @array_of_numbers);
-
-And later use it like this:
-
- glCallListsString($lists);
-
-=back
-
-=head1 AUTHOR
-
-David J. Goehrig
-
-=head1 SEE ALSO
-
-L<perl> L<SDL::App>
+1;
-=cut