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last fixes for v0.7.0
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CHANGELOG

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Upcoming:
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v0.7.0:
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* Added missing functionality in:
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- GL.Objects.Buffers (glBindBufferBase, glDrawElementsInstanced,
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texture buffer target)
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- GL.Objects.Programs (transform feedback)
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* Fixed memory leaks during C-string handling.
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* Deprecated old GL.Attributes.Set_Vertex_Attrib_Pointer in favor for
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new subroutines there that provide more control.
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* Small fixes in tests so that they work on Windows again.
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* Made it work with GNAT Community 2018.
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* Changed to SemVer versioning (added revision number)
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* Improvements to GL.Object system
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* Fixed problems in uniforms setter (#105)

README.md

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@@ -36,12 +36,18 @@ bindings to the following OpenGL-related libraries:
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OpenGLAda supports MacOSX, Windows and X11-based systems. API documentation can
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be found on the [project's homepage][4].
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## Windows Installer
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There is an installer available for Windows + GNAT Community in the
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[repository's *releases* section][21] which includes all optional dependencies
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except FTGL (because that binding is deprecated).
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## Prerequisites
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In order to build OpenGLAda, you need to have:
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* A GNAT compiler¹. Compilers known to work well with OpenGLAda are
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[GnuAda][12], [AdaCore GNAT GPL 2017][1], and [TDM-GCC][17]. More information
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[GnuAda][12], [GNAT Community 2018][1], and [TDM-GCC][17]. More information
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is available on the [GCC website][5].
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* [GPRBuild][2] (is bundled with AdaCore's GNAT distribution). TDM-GCC users
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can get it from [here][16] (**NOTE: The gprbuild bundled in this zip is
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$ gprbuild [options] openglada.gpr
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$ gprinstall [options] openglada.gpr
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Where *[options]* is the set of scenario variables you want to use. The
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available variables are:
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Where *[options]* is the set of scenario variables you want to use (generally
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in the form of `-X`*name*`=`*value*`). The available variables are:
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* `Windowing_System`: Sets the backend windowing system. Used for GLFW and also
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for system-dependent parts of the API (GLX, WGL, CGL):
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[16]: http://getadanow.com/#get_windows
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[17]: http://tdm-gcc.tdragon.net/
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[19]: https://freetype.org/
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[20]: https://github.com/flyx/FreeTypeAda
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[20]: https://github.com/flyx/FreeTypeAda
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[21]: https://github.com/flyx/OpenGLAda/releases

install/OpenGLAda.wix

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InstallerVersion="100" Languages="1033" Compressed="yes"
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SummaryCodepage="1252" />
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<Media Id="1" Cabinet="OpenGLAda.cab" EmbedCab="yes" />
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<SetProperty Id="INSTALLDIR" Value="C:\GNAT\2018" After="AppSearch"/>
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<Property Id="INSTALLDIR" Value="C:\GNAT\2018"/>
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<Directory Id="TARGETDIR" Name="SourceDir">
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<Directory Id="INSTALLDIR" Name="GNAT" ComponentGuidGenerationSeed="005645a9-cb2e-43da-a920-68b7e8d3ae11">
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<Component Id="dummy" Guid="fd86164a-4408-496d-a3fb-633a56f1a955" KeyPath="yes" />

src/generator/specs.adb

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Put_Line (Target, "private with " & To_String (Spec_Data.Name) & ";");
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end loop;
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Put_Line (Target, "procedure GL.Load_Function_Pointers is");
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Put_Line (Target, " pragma Preelaborate;");
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Put_Line (Target, " use GL.API;");
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Put_Line (Target, " generic");
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Put_Line (Target, " type Function_Reference is private;");
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end loop;
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Close (Target);
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end Write_Wrapper_Table;
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end Specs;
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end Specs;

src/gl/generated/gl-load_function_pointers.adb

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private with GL.API.UInts;
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private with GL.API;
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procedure GL.Load_Function_Pointers is
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pragma Preelaborate;
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use GL.API;
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generic
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type Function_Reference is private;

src/gl/implementation/gl-api-subprogram_reference.ads

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function GL.API.Subprogram_Reference (Function_Name : String)
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return System.Address;
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pragma Preelaborate (GL.API.Subprogram_Reference);
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pragma Preelaborate (GL.API.Subprogram_Reference);
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-- part of OpenGLAda, (c) 2017 Felix Krause
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-- released under the terms of the MIT license, see the file "COPYING"
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procedure GL.Load_Function_Pointers;
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pragma Preelaborate (GL.Load_Function_Pointers);

tests/gl/gl_test-framebuffers.adb

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Display_Backend.Window_Opened loop
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Clear (Buffer_Bits'(others => True));
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GL.Objects.Textures.Set_Active_Unit (0);
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GL.Toggles.Enable (GL.Toggles.Texture_2D);
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-- don't let the color affect the texture rendering
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Token.Add_Vertex (Vector2'(-1.0, 1.0));
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end;
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GL.Toggles.Disable (GL.Toggles.Texture_2D);
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GL.Flush;
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Display_Backend.Swap_Buffers;

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