On Tue, 1 May 2018, Ingemar Ragnemalm wrote:
Den 2018-05-01 kl. 09:50, Ryan Joseph <r...@thealchemistguild.com> wrote:
On Apr 25, 2018, at 9:43 PM, Michael Van Canneyt<mich...@freepascal.org>
wrote:
Ah, webgl...
I had a look at this some time ago, and got depressed. Quickly closed the
browser and didn't look back. Same for webaudio:(
I’m actually a little curious about this myself because I’ve been using
OpenGL often recently. I’ve seen the Ingemar’s demos but I only slightly
grasp how it’s working.
The wiki says you’re actually parsing the Pascal (not compiling it) and
outputting JavaScript. If that’s the case then how does porting libraries
work in practice? For examples lets say I want to translate a single OpenGL
function, how does that look?
I found it surprisingly easy to import undefined JavaScript functions working
from examples in the interfaces. I believe web.pas was particularly useful. I
also made some changes in web.pas. Well, why not say what: I made
localStorage public instead of private.
It is public ?
And I think "strokeStyle" was spelled "strokeStye". Also added
Fixed, rev 82.
procedure ellipse(x, y, radiusX, radiusY: TCanvasCoordType; rotation,
startAngle, endAngle: Real; anticlockwise: Boolean);
into TJSCanvasRenderingContext2D.
I did not add that on purpose, because it is marked experimental in the
documentation.
I only add 'stable' calls.
Not that much though.
WebGL is interesting for me, and being an OpenGL expert (teaching it for many
years, written two course books on the subject and tons of code), I am happy
to contribute any way I can. If nothing else, I can promise some decent
demos, and testing of course.
I will see if today I can come up with a basic translation based on the IDL that
Ryan posted. I had webgl for version 1.0 on my wishlist.
I'll get back on that later today, and examples would be *hugely* appreciated.
Michael.
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