Testing if and with how much of a hasse we can get Swift working with SDL2 and OpenGL
- take care of compile problems on MacOS
- take care of multiple warnings:
initialization of 'UnsafeMutablePointer<CChar>' (aka 'UnsafeMutablePointer<Int8>') results in a dangling pointer - We will need a math library analogous to OpenGL Mathematics. Be aware this library also provides convienient functions to push matrices to openGL in the correct memory alignment (ie
glm::value_ptr(someMatrix)) - Math library will be needed to add support for Model, Perspective and View matrices and will also be needed for a (2D)Camera
- Can we make a scripts that defines all openGL-Functions in
glWrapper.swift?
- Goal: Make a class
Scenethat holds all drawable objects and has the methodsscene.draw()andscene.update(). - On a higher level, it should be possible to create and draw a scene without a single direct call to any C-Library