Where's Vulcan?
OpenGL API Documentation
31–40 of 44 posts
Re: OpenGL API Documentation
#32Re: OpenGL API Documentation
#33As a complete newcomer to OpenGL, my first thought was "where's the WebGL column?" Now, that makes probably no sense; can someone clarify what these versions mean (apart from API availability described by this table, obviously), and if there's a relationship to the WebGL subset (it is a subset, right?).
https://www.khronos.org/webgl/ "WebGL: OpenGL ES 2.0 for the Web"
Re: OpenGL API Documentation
#34Cool! But some ideas to make it even better: * Support distinction between compatibility and core profiles. As is, it looks like GL3 is compatibility and GL4 is core. * For GL4, show the version which introduced the feature (e.g., GL4.2). For GL3 and earlier I don't care. * Allow compatibility functions to be filtered out entirely. I don't want glLightModel() or other old fixed-function stuff cluttering up the screen…
Re: OpenGL API Documentation
#35Earlier quoted context omitted.
What else would be there? ("Method" as the column name is actually incorrect... they're just bare C functions.)
What else would be there? It's pretty standard to have the function's type signature and possibly a short description in the function lists of API docs. Here's a random example: http://ffmpeg.org/doxygen/trunk/group__lavc__fft.html#func-m... If a function has the same name across different versions of the OpenGL API, does it also have the same type signature? If so, it would be nice to have a version of this with mor…
The docs should be just about the OpenGL functions, not about how C implements them.
Re: OpenGL API Documentation
#36Re: OpenGL API Documentation
#37Re: OpenGL API Documentation
#38Earlier quoted context omitted.
https://github.com/BSVino/docs.gl/pull/24 :D
I find term "function" rather confusing and improper for programming language construct, because we use the same term in natural languages that is not necessarily 1:1 mapping. Consider commit message: "Implemented function `sort()` implementing sort(ing) function(ality)".
What you are talking about might be called a relation, which is more general.
Re: OpenGL API Documentation
#39I'm a little disappointed that the text is essentially the same as the man pages, which means all the same failings. It would be great if there was actually useful text in there.
For example, this little zinger:
"glBindTexture lets you create or use a named texture."
It mentions in this single sentence that it lets you create a texture, but there's not a single word of that in the rest of the text, leaving you wondering under what circumstances that happens or why or whether you should do it that way normally.
Then we get the opposite in the paragraph about where a texture is first bound:
"When a texture is first bound, it assumes the specified target: A texture first bound to GL_TEXTURE_1D becomes one-dimensional texture, a texture first bound to GL_TEXTURE_2D becomes two-dimensional texture,..."
and on and on for every constant you can pass in.
Anyway, I'd love to see a docs site that fixes these very confusing problems with GL's documentation. This is a great first step, but if you're looking for future directions, consider fixing what's broken in the existing docs!
Re: OpenGL API Documentation
#40Cool! But some ideas to make it even better: * Support distinction between compatibility and core profiles. As is, it looks like GL3 is compatibility and GL4 is core. * For GL4, show the version which introduced the feature (e.g., GL4.2). For GL3 and earlier I don't care. * Allow compatibility functions to be filtered out entirely. I don't want glLightModel() or other old fixed-function stuff cluttering up the screen…
There's a button above the command list that lets you hide stuff that's not available for the version that you have selected. It should be core for all GL versions. If you select 3.0/3.1 then the fixed function stuff is there but when you select 3.2 it gets removed. It's possible the page's design isn't clear here.
The rest of your stuff is in my to do list. Thanks for the feedback. Pull requests welcome :)