


Description 
OpenGL support, including Vertex, TexCoord, etc instances for Vec2, Vec3 and Vec4.


Synopsis 



Documentation 

class ToOpenGLMatrix m where  Source 

There should be a big warning here about the different conventions,
hidden transpositions, and all the confusion this will inevitably cause...
As it stands,
glRotate t1 axis1 >> glRotate t2 axis2 >> glRotate t3 axis3
has the same result as
multMatrix (rotMatrixProj4 t3 axis3 .*. rotMatrixProj4 t2 axis2 .*. rotMatrixProj4 t1 axis1)
because at the interface of OpenGL and this library there is a transposition
to compensate for the different conventions. (This transposition is implicit
in the code, because the way the matrices are stored in the memory is also
different: OpenGL stores them columnmajor, and we store them rowmajor).
  Methods    Instances  


class FromOpenGLMatrix m where  Source 

 Methods    Instances  

















The angle is in radians. (WARNING: OpenGL uses degrees!)









:: (Double, Double)  (left,right)
 > (Double, Double)  (bottom,top)
 > (Double, Double)  (near,far)
 > Mat4   "Orthogonal projecton" matrix, a la OpenGL
(the corresponding functionality is removed in OpenGL 3.1)




:: Vec3  (left,top,near)
 > Vec3  (right,bottom,far)
 > Mat4   The same as orthoMatrix, but with a different parametrization.




:: (Double, Double)  (left,right)
 > (Double, Double)  (bottom,top)
 > (Double, Double)  (near,far)
 > Mat4   "Perspective projecton" matrix, a la OpenGL
(the corresponding functionality is removed in OpenGL 3.1).






class VertexAttrib' a where  Source 

 Methods    Instances  


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