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No. |
Time |
User |
SHA256 |
-r1 (ombra-0.1.0.0-r1) |
2016-08-20T12:04:36Z |
ZioCrocifisso |
ce10c9b1257110bbfec5edbd403abe27e43dfa7a7cdf7d62890530a5ace21376
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Changed description
from Ombra is a render engine written in Haskell. It provides a purely functional interface for advanced graphics programming, including a type safe embedded DSL for GPU programming. You are not required to know or use OpenGL directly to work with Ombra, you just need a basic knowledge of what vertex/fragment shaders, uniforms and attributes are (if you are going to make a more advanced use of it). Ombra supports both OpenGL and WebGL.
to Ombra is a render engine written in Haskell. It provides a purely functional interface for advanced graphics programming, including a type safe embedded DSL for GPU programming. You are not required to know or use OpenGL directly to work with Ombra, you just need a basic knowledge of what vertex/fragment shaders, uniforms and attributes are (if you are going to make a more advanced use of it). Ombra supports both OpenGL and WebGL.
The modules you generally need to use are:
"Graphics.Rendering.Ombra.D3": 3D graphics
"Graphics.Rendering.Ombra.D2": 2D graphics
"Graphics.Rendering.Ombra.Generic": although both D3 and D2 export it, you may want to read the documentation
"Graphics.Rendering.Ombra.Shader": for creating shaders
"Graphics.Rendering.Ombra.Draw": this lets you render the pure objects you create with D2/D3/Generic
"Graphics.Rendering.Ombra.Texture": for creating textures
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-r0 (ombra-0.1.0.0-r0) |
2016-08-19T23:42:08Z |
ZioCrocifisso |
1f34cd233bf1fd4a4423ad446f8014c5f9db30dc6f3a315de9370b2fe472243c
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