#!/usr/bin/env perl # # OpenGL.pm # # Copyright (C) 2005 David J. Goehrig <dgoehrig@cpan.org> # # ------------------------------------------------------------------------------ # # This library is free software; you can redistribute it and/or # modify it under the terms of the GNU Lesser General Public # License as published by the Free Software Foundation; either # version 2.1 of the License, or (at your option) any later version. # # This library is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # Lesser General Public License for more details. # # You should have received a copy of the GNU Lesser General Public # License along with this library; if not, write to the Free Software # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA # # ------------------------------------------------------------------------------ # # Please feel free to send questions, suggestions or improvements to: # # David J. Goehrig # dgoehrig@cpan.org # package SDL::OpenGL; use strict; use warnings; use Carp; require Exporter; require DynaLoader; use vars qw( @EXPORT @ISA ); @ISA=qw(Exporter DynaLoader); use SDL; bootstrap SDL::OpenGL; for ( keys %SDL::OpenGL:: ) { if (/^gl/) { push @EXPORT,$_; } } use SDL::OpenGL::Constants; sub import { my $self = shift; $self->export_to_level(1, @_); SDL::OpenGL::Constants->export_to_level(1); } 1; __END__; =pod =head1 NAME SDL::OpenGL - a perl extension =head1 DESCRIPTION L<SDL::OpenGL> is a perl module which when used by your application exports the gl* and glu* functions into your application's primary namespace. Most of the functions described in the OpenGL 1.3 specification are currently supported in this fashion. As the implementation of the OpenGL bindings that comes with SDL_perl is largely type agnositic, there is no need to decline the function names in the fashion that is done in the C API. For example, glVertex3d is simply glVertex, and perl just does the right thing with regards to types. =head1 CAVEATS The following methods work different in Perl than in C: =over 2 =item glCallLists glCallLists(@array_of_numbers); Unlike the C function, which get's passed a count, a type and a list of numbers, the Perl equivalent only takes a list of numbers. Note that this is slow, since it needs to allocate memory and construct a list of numbers from the given scalars. For a faster version see L<glCallListsString>. =back The following methods exist in addition to the normal OpenGL specification: =over 2 =item glCallListsString glCallListsString($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> =cut