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 [...]
Archive for the ‘SL#’ Category
SL# and Mono
April 24, 2011SL# 1.4 Released
April 22, 2011After 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, 2011SL# 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, 2011The 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, 2011This 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 [...]
