OpenGL 2.4.0.0 → 2.4.0.1
raw patch · 2 files changed
+2/−2 lines, 2 filesPVP: major bump suggested
API removals or changes: PVP suggests a major version bump
API changes (from Hackage documentation)
- Graphics.Rendering.OpenGL.GL.CoordTrans: instance (Eq a) => Eq (Plane a)
- Graphics.Rendering.OpenGL.GL.CoordTrans: instance (Ord a) => Ord (Plane a)
- Graphics.Rendering.OpenGL.GL.CoordTrans: instance (Show a) => Show (Plane a)
- Graphics.Rendering.OpenGL.GL.CoordTrans: instance (Storable a) => Storable (Plane a)
- Graphics.Rendering.OpenGL.GL.RasterPos: instance (RasterPosComponent a) => RasterPos (Vertex2 a)
- Graphics.Rendering.OpenGL.GL.RasterPos: instance (RasterPosComponent a) => RasterPos (Vertex3 a)
- Graphics.Rendering.OpenGL.GL.RasterPos: instance (RasterPosComponent a) => RasterPos (Vertex4 a)
- Graphics.Rendering.OpenGL.GL.RasterPos: instance (WindowPosComponent a) => WindowPos (Vertex2 a)
- Graphics.Rendering.OpenGL.GL.RasterPos: instance (WindowPosComponent a) => WindowPos (Vertex3 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Color3 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Color4 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (FogCoord1 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Index1 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Normal3 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (TexCoord1 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (TexCoord2 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (TexCoord3 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (TexCoord4 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Vertex2 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Vertex3 a)
- Graphics.Rendering.OpenGL.GL.Shaders: instance (UniformComponent a) => Uniform (Vertex4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (ColorComponent a) => Color (Color3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (ColorComponent a) => Color (Color4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (ColorComponent a) => SecondaryColor (Color3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (FogCoordComponent a) => FogCoord (FogCoord1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (IndexComponent a) => Index (Index1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (NormalComponent a) => Normal (Normal3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (TexCoordComponent a) => TexCoord (TexCoord1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (TexCoordComponent a) => TexCoord (TexCoord2 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (TexCoordComponent a) => TexCoord (TexCoord3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (TexCoordComponent a) => TexCoord (TexCoord4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Color3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Color4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (FogCoord1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Index1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Normal3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (TexCoord1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (TexCoord2 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (TexCoord3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (TexCoord4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vector1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vector2 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vector3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vector4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vertex1 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vertex2 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vertex3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexAttribComponent a) => VertexAttrib (Vertex4 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexComponent a) => Vertex (Vertex2 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexComponent a) => Vertex (Vertex3 a)
- Graphics.Rendering.OpenGL.GL.VertexSpec: instance (VertexComponent a) => Vertex (Vertex4 a)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (AnnotatedVertex v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (ComplexContour v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (ComplexPolygon v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (PolygonContours v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (Primitive v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (SimpleContour v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (SimplePolygon v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (Triangle v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (Triangulation v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Eq v) => Eq (WeightedProperties v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (AnnotatedVertex v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (ComplexContour v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (ComplexPolygon v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (PolygonContours v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (Primitive v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (SimpleContour v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (SimplePolygon v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (Triangle v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (Triangulation v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Ord v) => Ord (WeightedProperties v)
- Graphics.Rendering.OpenGL.GLU.Tessellation: instance (Storable v) => Storable (AnnotatedVertex v)
+ Graphics.Rendering.OpenGL.GL.CoordTrans: instance Eq a => Eq (Plane a)
+ Graphics.Rendering.OpenGL.GL.CoordTrans: instance Ord a => Ord (Plane a)
+ Graphics.Rendering.OpenGL.GL.CoordTrans: instance Show a => Show (Plane a)
+ Graphics.Rendering.OpenGL.GL.CoordTrans: instance Storable a => Storable (Plane a)
+ Graphics.Rendering.OpenGL.GL.RasterPos: instance RasterPosComponent a => RasterPos (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.RasterPos: instance RasterPosComponent a => RasterPos (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.RasterPos: instance RasterPosComponent a => RasterPos (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.RasterPos: instance WindowPosComponent a => WindowPos (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.RasterPos: instance WindowPosComponent a => WindowPos (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Color3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Color4 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Index1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.Shaders: instance UniformComponent a => Uniform (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance ColorComponent a => Color (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance ColorComponent a => Color (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance ColorComponent a => SecondaryColor (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance FogCoordComponent a => FogCoord (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance IndexComponent a => Index (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance NormalComponent a => Normal (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance TexCoordComponent a => TexCoord (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance TexCoordComponent a => TexCoord (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance TexCoordComponent a => TexCoord (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance TexCoordComponent a => TexCoord (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Color3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Color4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (FogCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Index1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Normal3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (TexCoord1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (TexCoord2 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (TexCoord3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (TexCoord4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vector1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vector2 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vector3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vector4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vertex1 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexAttribComponent a => VertexAttrib (Vertex4 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexComponent a => Vertex (Vertex2 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexComponent a => Vertex (Vertex3 a)
+ Graphics.Rendering.OpenGL.GL.VertexSpec: instance VertexComponent a => Vertex (Vertex4 a)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (AnnotatedVertex v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (ComplexContour v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (ComplexPolygon v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (PolygonContours v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (Primitive v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (SimpleContour v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (SimplePolygon v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (Triangle v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (Triangulation v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Eq v => Eq (WeightedProperties v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (AnnotatedVertex v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (ComplexContour v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (ComplexPolygon v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (PolygonContours v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (Primitive v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (SimpleContour v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (SimplePolygon v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (Triangle v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (Triangulation v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Ord v => Ord (WeightedProperties v)
+ Graphics.Rendering.OpenGL.GLU.Tessellation: instance Storable v => Storable (AnnotatedVertex v)
- Graphics.Rendering.OpenGL.GL.CoordTrans: class (Storable c) => MatrixComponent c
+ Graphics.Rendering.OpenGL.GL.CoordTrans: class Storable c => MatrixComponent c
- Graphics.Rendering.OpenGL.GL.CoordTrans: rotate :: (MatrixComponent c) => c -> Vector3 c -> IO ()
+ Graphics.Rendering.OpenGL.GL.CoordTrans: rotate :: MatrixComponent c => c -> Vector3 c -> IO ()
- Graphics.Rendering.OpenGL.GL.CoordTrans: scale :: (MatrixComponent c) => c -> c -> c -> IO ()
+ Graphics.Rendering.OpenGL.GL.CoordTrans: scale :: MatrixComponent c => c -> c -> c -> IO ()
- Graphics.Rendering.OpenGL.GL.CoordTrans: translate :: (MatrixComponent c) => Vector3 c -> IO ()
+ Graphics.Rendering.OpenGL.GL.CoordTrans: translate :: MatrixComponent c => Vector3 c -> IO ()
- Graphics.Rendering.OpenGL.GL.Evaluators: class (Storable d) => Domain d
+ Graphics.Rendering.OpenGL.GL.Evaluators: class Storable d => Domain d
- Graphics.Rendering.OpenGL.GL.Evaluators: data (Domain d) => MapDescriptor d
+ Graphics.Rendering.OpenGL.GL.Evaluators: data Domain d => MapDescriptor d
- Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord1 :: (Domain d) => d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord1 :: Domain d => d -> IO ()
- Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord1v :: (Domain d) => Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord1v :: Domain d => Ptr d -> IO ()
- Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord2 :: (Domain d) => (d, d) -> IO ()
+ Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord2 :: Domain d => (d, d) -> IO ()
- Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord2v :: (Domain d) => Ptr d -> IO ()
+ Graphics.Rendering.OpenGL.GL.Evaluators: evalCoord2v :: Domain d => Ptr d -> IO ()
- Graphics.Rendering.OpenGL.GL.Evaluators: mapGrid1 :: (Domain d) => StateVar (GLint, (d, d))
+ Graphics.Rendering.OpenGL.GL.Evaluators: mapGrid1 :: Domain d => StateVar (GLint, (d, d))
- Graphics.Rendering.OpenGL.GL.Evaluators: mapGrid2 :: (Domain d) => StateVar ((GLint, (d, d)), (GLint, (d, d)))
+ Graphics.Rendering.OpenGL.GL.Evaluators: mapGrid2 :: Domain d => StateVar ((GLint, (d, d)), (GLint, (d, d)))
- Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: class (Storable c) => PixelMapComponent c
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: class Storable c => PixelMapComponent c
- Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: pixelMapIToRGBA :: (PixelMapComponent c) => StateVar [Color4 c]
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: pixelMapIToRGBA :: PixelMapComponent c => StateVar [Color4 c]
- Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: pixelMapRGBAToRGBA :: (PixelMapComponent c) => StateVar [Color4 c]
+ Graphics.Rendering.OpenGL.GL.PixelRectangles.PixelMap: pixelMapRGBAToRGBA :: PixelMapComponent c => StateVar [Color4 c]
- Graphics.Rendering.OpenGL.GL.Polygons: getPolygonStippleComponents :: (PolygonStipple s) => s -> IO [GLubyte]
+ Graphics.Rendering.OpenGL.GL.Polygons: getPolygonStippleComponents :: PolygonStipple s => s -> IO [GLubyte]
- Graphics.Rendering.OpenGL.GL.Polygons: newPolygonStipple :: (PolygonStipple s) => [GLubyte] -> IO s
+ Graphics.Rendering.OpenGL.GL.Polygons: newPolygonStipple :: PolygonStipple s => [GLubyte] -> IO s
- Graphics.Rendering.OpenGL.GL.Polygons: polygonStipple :: (PolygonStipple s) => StateVar (Maybe s)
+ Graphics.Rendering.OpenGL.GL.Polygons: polygonStipple :: PolygonStipple s => StateVar (Maybe s)
- Graphics.Rendering.OpenGL.GL.Polygons: withNewPolygonStipple :: (PolygonStipple s) => (Ptr GLubyte -> IO ()) -> IO s
+ Graphics.Rendering.OpenGL.GL.Polygons: withNewPolygonStipple :: PolygonStipple s => (Ptr GLubyte -> IO ()) -> IO s
- Graphics.Rendering.OpenGL.GL.Polygons: withPolygonStipple :: (PolygonStipple s) => s -> (Ptr GLubyte -> IO a) -> IO a
+ Graphics.Rendering.OpenGL.GL.Polygons: withPolygonStipple :: PolygonStipple s => s -> (Ptr GLubyte -> IO a) -> IO a
- Graphics.Rendering.OpenGL.GL.RasterPos: rasterPos :: (RasterPos a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.RasterPos: rasterPos :: RasterPos a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.RasterPos: rasterPosv :: (RasterPos a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.RasterPos: rasterPosv :: RasterPos a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.RasterPos: windowPos :: (WindowPos a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.RasterPos: windowPos :: WindowPos a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.RasterPos: windowPosv :: (WindowPos a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.RasterPos: windowPosv :: WindowPos a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.Rectangles: rect :: (Rect a) => Vertex2 a -> Vertex2 a -> IO ()
+ Graphics.Rendering.OpenGL.GL.Rectangles: rect :: Rect a => Vertex2 a -> Vertex2 a -> IO ()
- Graphics.Rendering.OpenGL.GL.Rectangles: rectv :: (Rect a) => Ptr a -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.Rectangles: rectv :: Rect a => Ptr a -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.Shaders: class (Storable a) => UniformComponent a
+ Graphics.Rendering.OpenGL.GL.Shaders: class Storable a => UniformComponent a
- Graphics.Rendering.OpenGL.GL.Shaders: compileShader :: (Shader s) => s -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders: compileShader :: Shader s => s -> IO ()
- Graphics.Rendering.OpenGL.GL.Shaders: compileStatus :: (Shader s) => s -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders: compileStatus :: Shader s => s -> GettableStateVar Bool
- Graphics.Rendering.OpenGL.GL.Shaders: shaderDeleteStatus :: (Shader s) => s -> GettableStateVar Bool
+ Graphics.Rendering.OpenGL.GL.Shaders: shaderDeleteStatus :: Shader s => s -> GettableStateVar Bool
- Graphics.Rendering.OpenGL.GL.Shaders: shaderInfoLog :: (Shader s) => s -> GettableStateVar String
+ Graphics.Rendering.OpenGL.GL.Shaders: shaderInfoLog :: Shader s => s -> GettableStateVar String
- Graphics.Rendering.OpenGL.GL.Shaders: shaderSource :: (Shader s) => s -> StateVar [String]
+ Graphics.Rendering.OpenGL.GL.Shaders: shaderSource :: Shader s => s -> StateVar [String]
- Graphics.Rendering.OpenGL.GL.Shaders: uniform :: (Uniform a) => UniformLocation -> StateVar a
+ Graphics.Rendering.OpenGL.GL.Shaders: uniform :: Uniform a => UniformLocation -> StateVar a
- Graphics.Rendering.OpenGL.GL.Shaders: uniformv :: (Uniform a) => UniformLocation -> GLsizei -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.Shaders: uniformv :: Uniform a => UniformLocation -> GLsizei -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: color :: (Color a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: color :: Color a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: colorv :: (Color a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: colorv :: Color a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: fogCoord :: (FogCoord a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: fogCoord :: FogCoord a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: fogCoordv :: (FogCoord a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: fogCoordv :: FogCoord a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: index :: (Index a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: index :: Index a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: indexv :: (Index a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: indexv :: Index a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: multiTexCoord :: (TexCoord a) => TextureUnit -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: multiTexCoord :: TexCoord a => TextureUnit -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: multiTexCoordv :: (TexCoord a) => TextureUnit -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: multiTexCoordv :: TexCoord a => TextureUnit -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: normal :: (Normal a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: normal :: Normal a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: normalv :: (Normal a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: normalv :: Normal a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: secondaryColor :: (SecondaryColor a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: secondaryColor :: SecondaryColor a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: secondaryColorv :: (SecondaryColor a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: secondaryColorv :: SecondaryColor a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: texCoord :: (TexCoord a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: texCoord :: TexCoord a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: texCoordv :: (TexCoord a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: texCoordv :: TexCoord a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertex :: (Vertex a) => a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertex :: Vertex a => a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib :: (VertexAttrib a) => IntegerHandling -> AttribLocation -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib :: VertexAttrib a => IntegerHandling -> AttribLocation -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1 :: (VertexAttribComponent a) => AttribLocation -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1 :: VertexAttribComponent a => AttribLocation -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1I :: (VertexAttribComponent a) => AttribLocation -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1I :: VertexAttribComponent a => AttribLocation -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1Iv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1Iv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1N :: (VertexAttribComponent a) => AttribLocation -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1N :: VertexAttribComponent a => AttribLocation -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1Nv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1Nv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1v :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib1v :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2 :: (VertexAttribComponent a) => AttribLocation -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2 :: VertexAttribComponent a => AttribLocation -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2I :: (VertexAttribComponent a) => AttribLocation -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2I :: VertexAttribComponent a => AttribLocation -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2Iv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2Iv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2N :: (VertexAttribComponent a) => AttribLocation -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2N :: VertexAttribComponent a => AttribLocation -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2Nv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2Nv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2v :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib2v :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3 :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3 :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3I :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3I :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3Iv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3Iv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3N :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3N :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3Nv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3Nv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3v :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib3v :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4 :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4 :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4I :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4I :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4Iv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4Iv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4N :: (VertexAttribComponent a) => AttribLocation -> a -> a -> a -> a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4N :: VertexAttribComponent a => AttribLocation -> a -> a -> a -> a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4Nv :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4Nv :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4v :: (VertexAttribComponent a) => AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttrib4v :: VertexAttribComponent a => AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttribv :: (VertexAttrib a) => IntegerHandling -> AttribLocation -> Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexAttribv :: VertexAttrib a => IntegerHandling -> AttribLocation -> Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GL.VertexSpec: vertexv :: (Vertex a) => Ptr a -> IO ()
+ Graphics.Rendering.OpenGL.GL.VertexSpec: vertexv :: Vertex a => Ptr a -> IO ()
- Graphics.Rendering.OpenGL.GLU.Matrix: project :: (Matrix m) => Vertex3 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> IO (Vertex3 GLdouble)
+ Graphics.Rendering.OpenGL.GLU.Matrix: project :: Matrix m => Vertex3 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> IO (Vertex3 GLdouble)
- Graphics.Rendering.OpenGL.GLU.Matrix: unProject :: (Matrix m) => Vertex3 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> IO (Vertex3 GLdouble)
+ Graphics.Rendering.OpenGL.GLU.Matrix: unProject :: Matrix m => Vertex3 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> IO (Vertex3 GLdouble)
- Graphics.Rendering.OpenGL.GLU.Matrix: unProject4 :: (Matrix m) => Vertex4 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> GLclampd -> GLclampd -> IO (Vertex4 GLdouble)
+ Graphics.Rendering.OpenGL.GLU.Matrix: unProject4 :: Matrix m => Vertex4 GLdouble -> m GLdouble -> m GLdouble -> (Position, Size) -> GLclampd -> GLclampd -> IO (Vertex4 GLdouble)
- Graphics.Rendering.OpenGL.GLU.NURBS: nurbsCurve :: (ControlPoint c) => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr (c GLfloat) -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GLU.NURBS: nurbsCurve :: ControlPoint c => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr (c GLfloat) -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GLU.NURBS: nurbsSurface :: (ControlPoint c) => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr GLfloat -> GLint -> GLint -> Ptr (c GLfloat) -> GLint -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GLU.NURBS: nurbsSurface :: ControlPoint c => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr GLfloat -> GLint -> GLint -> Ptr (c GLfloat) -> GLint -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GLU.NURBS: pwlCurve :: (TrimmingPoint p) => NURBSObj -> GLint -> Ptr (p GLfloat) -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GLU.NURBS: pwlCurve :: TrimmingPoint p => NURBSObj -> GLint -> Ptr (p GLfloat) -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GLU.NURBS: trimmingCurve :: (TrimmingPoint c) => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr (c GLfloat) -> GLint -> IO ()
+ Graphics.Rendering.OpenGL.GLU.NURBS: trimmingCurve :: TrimmingPoint c => NURBSObj -> GLint -> Ptr GLfloat -> GLint -> Ptr (c GLfloat) -> GLint -> IO ()
- Graphics.Rendering.OpenGL.GLU.Tessellation: extractContours :: (Storable v) => Tessellator PolygonContours v
+ Graphics.Rendering.OpenGL.GLU.Tessellation: extractContours :: Storable v => Tessellator PolygonContours v
- Graphics.Rendering.OpenGL.GLU.Tessellation: tessellate :: (Storable v) => Tessellator SimplePolygon v
+ Graphics.Rendering.OpenGL.GLU.Tessellation: tessellate :: Storable v => Tessellator SimplePolygon v
- Graphics.Rendering.OpenGL.GLU.Tessellation: triangulate :: (Storable v) => Tessellator Triangulation v
+ Graphics.Rendering.OpenGL.GLU.Tessellation: triangulate :: Storable v => Tessellator Triangulation v
Files
Graphics/Rendering/OpenGL/GL/VertexSpec.hs view
@@ -1072,4 +1072,4 @@ maxTextureUnit :: GettableStateVar TextureUnit maxTextureUnit =- makeGettableStateVar (getEnum1 unmarshalTextureUnit GetMaxTextureUnits)+ makeGettableStateVar (getEnum1 (TextureUnit . fromIntegral) GetMaxTextureUnits)
OpenGL.cabal view
@@ -1,5 +1,5 @@ name: OpenGL-version: 2.4.0.0+version: 2.4.0.1 license: BSD3 license-file: LICENSE maintainer: Sven Panne <sven.panne@aedion.de>