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A nice Haskell graphics API. There's always room for jello.

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Hi there, When using gelatin initialized by `startupSDL2BackendsWithWindow` and resizing the given window, the drawn content gets stretched into wrong directions, the wider the window gets, the content gets narrower...

Seems like one of the cases in which it could greatly simplify the maintenance and the release process. Depends on https://github.com/haskell/cabal/projects/5

Travis is erring about: ``` 0.77s$ sudo -E apt-get -yq --no-install-suggests --no-install-recommends --force-yes install cabal-install-2.0 ghc-7.10.3 happy-1.19.5 alex-3.1.7 Reading package lists... Building dependency tree... Reading state information... E: Unable to...

different part of the repo. [See gelatin-shaders/src/Gelatin/Shaders/Simple2D.hs line 10](https://github.com/schell/gelatin/blob/04c1c83d4297eac4f4cc5e8e5c805b1600b3ee98/gelatin-shaders/src/Gelatin/Shaders/Simple2D.hs#L10 "gelatin-shaders/src/Gelatin/Shaders/Simple2D.hs line 10") * Opened on master

generateMipmap gl TEXTURE_2D texParameteri gl TEXTURE_2D TEXTURE_MIN_FILTER NEAREST_MIPMAP_NEAREST [See gelatin-webgl/src/Gelatin/WebGL/Renderer.hs line 216](https://github.com/schell/gelatin/blob/04c1c83d4297eac4f4cc5e8e5c805b1600b3ee98/gelatin-webgl/src/Gelatin/WebGL/Renderer.hs#L216 "gelatin-webgl/src/Gelatin/WebGL/Renderer.hs line 216") * Opened on master

Like [ixshader](https://hackage.haskell.org/package/ixshader) use type level vertex and uniform declaration to generate functions for talking to backend shaders (uniform updates and attribute buffering) and for determining post-compilation transformation types, etc.

Take a stab at 3d?

To make it easier for people to write their own backends the V2V2 and V2V4 backends should be separated.

During compilation the `RawLine` primitive gets decomposed and triangulated. It would be better to do this during construction with a special "lines" context, allowing us to remove the `RawLine` constructor...