Writing an OpenGL renderer based on the OpenGL tutorial series by The Cherno (https://www.youtube.com/playlist?list=PLlrATfBNZ98foTJPJ_Ev03o2oq3-GGOS2)
Find a file
2020-05-18 03:24:59 +02:00
res/shaders add uniform to shader 2020-05-17 13:21:06 +02:00
src finish episode 12 2020-05-17 21:28:05 +02:00
.gitignore get actual triangle on screen 2020-05-17 06:40:30 +02:00
CHANGELOG.md init 2020-05-15 20:04:18 +02:00
LICENSE init 2020-05-15 20:04:18 +02:00
README.md update readme 2020-05-18 03:24:59 +02:00
renderer.cabal lower bounds for base 2020-05-17 12:40:22 +02:00
Setup.hs init 2020-05-15 20:04:18 +02:00
shell.nix get actual triangle on screen 2020-05-17 06:40:30 +02:00

renderer-tutorial

This softwre aims to be an OpenGL renderer written in Haskell following the OpenGL tutorial by The Cherno (https://www.youtube.com/playlist?list=PLlrATfBNZ98foTJPJ_Ev03o2oq3-GGOS2).

Important notes

There are some major deviations from the tutorial setup here as follows:

  • Code base is entirely written in Haskell, not C++
  • Instead of GLFW with GLEW I use SDL2 out of familiarity
  • Shaders are actually split into files per type, since I'mn ot willing to unleash Haskell list magic
  • Since I am using the OpenGL core profile from the start there is also a vertex array creation call present from the start.

I leave as many helpful comments as possible throughout the code, so feel free to peruse it.