[Mono-list] [Fwd: C# OpenGL Wrapper : New Version]
Sun, 16 Feb 2003 06:18:20 -0500
This may be of interest to people here.
-------- Original Message --------
Subject: C# OpenGL Wrapper : New Version
Date: Fri, 14 Feb 2003 15:23:51 -0800
From: Colin Fahey <email@example.com>
Organization: Fat City Network Services, San Diego, California
To: Multiple recipients of list OPENGL-GAMEDEV-L
2003 February 14th
Happy Valentine's Day! XOXOXO ;^O (smooch!) OpenGL!
Hee, hee, I'm blushing!
Almost exactly one month ago I made the first public
release of my C# OpenGL wrapper. I have made minor
bug fixes to the *demonstration* code aspect of the project
(Z-Buffer fighting made the rotating cube look bad for
some people with desktops set to 16-bit color depth)
and the new source code (and Visual Studio project) is
This wrapper differs from most C# OpenGL wrappers in
that it is a pure C# solution, with only three wrapper
 opengl_gl_v4.cs : Exposes functions found in GL.H
 opengl_glu_v4.cs : Exposes functions found in GLU.H
 opengl_wgl_v4.cs : Exposes functions to support OpenGL
That's ALL you need to start a new C# OpenGL project of
There is no wacky corporate namespace. Also, I do not
offer any functions that don't match the OpenGL "Blue Book"
specs. I did however make the following changes:
[a] I use only native C# data types (e.g., "float") instead
of somehow enforcing types like "GLfloat". C# has well-defined
meanings to its native data types, so propagating "GLfloat"
to C# would just be pedantic.
[b] I did not propagate many wacky GLU data types
(callback function pointers data types for tesselation
methods, etc). I regard all such data types as
generic C# pointers.
I hope that my C# OpenGL wrapper encourages other
C# OpenGL wrapper efforts to:
[ i] Avoid requiring *custom* DLL's,
[ ii] Avoid goofy or corporate namespaces,
[iii] Avoid "improving" on the OpenGL spec by inventing
functions and data types that resemble OpenGL and
"bring OpenGL more in to the spirit of C#",
[ iv] Avoid meaningless continuation of "GLfloat",
and other basic types,
[ v] Avoid requiring more than exactly three files
(corresponding to GL, GLU, WGL) for new C# OpenGL
projects written from nothing,
[ vi] Avoid any dependency between GL and GLU.
Anyhow, I created my wrapper to hopefully "raise the
bar" so that I wouldn't have to suffer the bloated,
pedantic, ugly wrappers that might otherwise emerge
in an environment with no "competition".
FAQ and OpenGL Resources at:
Author: Colin Fahey
Fat City Network Services -- 858-538-5051 http://www.fatcity.com
San Diego, California -- Mailing list and web hosting services
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