On 20 May 2010 21:51, Henrik Sperre Johansen <henrik.s.johansen@veloxit.no> wrote:
 On 20.05.2010 17:47, Igor Stasenko wrote:
There are multiple GL bindings exists by now - one that used by Croquet (FFI) - another one that using Alien
and i doing one more, which using NativeBoost for callouts.
And the question, what form of selectors you like most, pros/cons .. i need to know, because i can pick any of them, but i hope, that i will not be only one who using this stuff, so i need your opinion.
Lets take a usual OpenGL function:
void glVertex3f(GLfloat x, GLfloat y, GLfloat z)
For me, 3 + 6 seems the nicest, for the reasons you mentioned. (method names starting in lower case though, so gl vertex3f_x: x y: y z: z).
Ok, with one exception, i think. For funtions which taking just a single argument, like: void glMatrixMode ( GLenum mode ) i think it would be better to not append an argument name i.e. gl matrixMode: foo instead of gl matrixMode_mode: foo Because in most cases, there is enough information about it from a function name itself, and argument name in selector just adds a noise: void glColor3fv ( GLfloat* v ) gl color3fv: foo instead of gl color3fv_v: foo
Cheers, Henry
PS. That particular method was deprecated in 3.0 and removed in 3.1 though, right? ;)
_______________________________________________ Pharo-project mailing list Pharo-project@lists.gforge.inria.fr http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
-- Best regards, Igor Stasenko AKA sig.