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BindingsTodo
deanm edited this page Sep 13, 2010
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These are some of the bugs and not implemented pieces of the GL bindings.
glBufferData
bq. Needed for writing data to a VBO. This is particularly tricky because it is basically a memcpy() call without knowledge of the representation of the data. For now I would say that BufferData() should only take an array of floats, and we always allocate num_array * 4 and copy the float representation of the v8::Numbers. Eventually you’ll want ways to do single byte, interleaved data, etc, but just figuring out the interface for that could take ages.