Zor's Blog
Seeing Sharp

SL# 1.4 Released

After less than a month with SL# 1.3, we’ve decided to release version 1.4.

This is probably the release with the most changes that we’ve done so far:

  • Full support for all GLSL data types (including matrices)
  • Support for in and inout through C#’s ref and out keywords
  • Switched to ICSharpCode.Decompiler instead of our homegrown one
  • Support for many more language constructs due to switching decompiler engine
  • Support for hundreds of GLSL functions that we didn’t have before
  • Shader.DebugMode now actually works as expected
  • Better type checking/verification when translating
  • We now expose a sane standalone API (GlslTransform) for GLSL translation, should you want to use it
  • We now only ship one assembly, IIS.SLSharp.dll
  • Lots of cleanups to the public API; we no longer expose any internals
  • Lots and lots of bug fixes

That’s a fairly impressive list of changes if you compare to our previous ones! We’ve been incredibly productive with SL# lately, and GitHub certainly has been a booster, with its new intuitive Issues 2.0.

As usual, the Git repository sits here (note that master is quite ahead of this release). Downloads can be found here, and the updated NuGet package has been published.

If you run into any issues, please report them on the issue tracker as always.

Lastly, the reason we chose to release 1.4 so quickly is because we’re doing heavy work on making SL# engine-agnostic. This means that 1.4 will be the last release that depends on OpenTK. Future versions (2.0 and on) will support various engines (OpenTK, Axiom, XNA, SlimDX) as well as several languages (GLSL, HLSL, Cg) through bindings. This new architecture should also make it easier to add more native-feeling support for F# (through function quotations). This of course means that we’ll be doing massive (breaking) changes and refactoring to our API and possibly even our syntax, hence the major version bump.

With that said, enjoy!

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