/bsp/ - bsp

Someone's Office

Index Catalog Archive Bottom Refresh
+
-
Name
Options
Subject
Message

Max message length: 12000

files

Max file size: 32.00 MB

Total max file size: 50.00 MB

Max files: 5

Supported file types: GIF, JPG, PNG, WebM, OGG, and more

E-mail
Password

(used to delete files and posts)

Misc

Remember to follow the Rules

The backup domains are located at 8chan.se and 8chan.cc. TOR access can be found here, or you can access the TOR portal from the clearnet at Redchannit 3.0 (Temporarily Dead).

Ghost Screen
Celebrating its fifth anniversary all September


8chan.moe is a hobby project with no affiliation whatsoever to the administration of any other "8chan" site, past or present.

STGL Thread bsp Board owner 08/25/2025 (Mon) 22:18:52 Id: d0c07b No. 23
This is a thread about STGL and its currently-existing prototype, PGL. STGL is the simply-typed graphics language, and will be a rough equivalent to OpenGL 3.3/WebGL 2 based on the simply-typed lambda calculus. STGL will simplify graphics programming by providing a type system directly to the programmer to immediately detect and prevent type errors. STGL will also generalize immediate processing, batch processing, display lists and command buffers by allowing render programs to be written as functions acting at any granularity and executed with any arguments. These functionalities already exist in a weaker form in the prototype PGL. This thread will likely be updated eventually with more/better images, once they exist.
I would appreciate comments on STGL. Which operations should it have? Which types should it have? Are there pitfalls I should be aware of? I already have a decent idea of what it should look like via my work on the prototype PGL. I'd like to make sure that STGL is a mostly-complete representation of OpenGL 3.3 Core/WebGL 2, maybe without some known-bad misfeatures. I'm only recently a graphics programmer, but I'd like it to be capable of decently advanced graphics. From a user perspective, it would also be nice to collect some techniques that can be distilled into code. In particular, I would really like to see advanced capabilities such as SDF-based alpha, impostors and weighted-blended order-independent transparency at some point. SDF-based alpha and impostors are likely possible in PGL already, but WB-OIT is almost certainly not. Additionally, are there any features that users want to have, either in the STGL core or as a "standard macro" provided by front-ends to STGL?


Forms
Delete
Report
Quick Reply