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Seeing Sharp

Archive for the ‘SL#’ Category

SL# and Mono

April 24, 2011

It turned out that SL# 1.4 did not run on Mono as we had expected. Due to a bug in Mono’s CancellationToken that caused a new instance to be canceled by default, ICSharpCode.Decompiler didn’t actually decompile methods. This issue was seen in both Mono 2.8 and 2.10.1. A bug has been filed, and we worked [...]

SL# 1.4 Released

April 22, 2011

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 [...]

SL# on NuGet

April 4, 2011

SL# 1.3 is now available on NuGet. This is the first time I’ve released anything on NuGet, so please let me know if I messed anything up!

SL# 1.3 Released as Open Source Software

March 30, 2011

The runtime C#-to-GLSL translator that we released as closed source software roughly two months ago has been bumped to version 1.3. Major changes in this version: GLSL versions below 1.30 are no longer supported Support for in/out variables More supported IL instructions (including nop!) But, the greatest change in this release is that the library [...]

Announcing SL#: C#-to-GLSL Translator

January 15, 2011

This is the first formal product release from Ignite Interactive Studio: SL# (or SLSharp). SL# is a runtime translation engine that translates C# (IL) code to GLSL (OpenGL shader language) code. What it does is relatively simple: It takes a stream of compiled IL code and translates it to a valid GLSL code string. This [...]

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