I’m very happy about people getting interested about my luminance graphics framework. I haven’t received use case feedback yet, but I’m pretty confident I will sooner or later.

In the waiting, I decided to write an embedded tutorial. It can be found here.

That tutorial explains all the basic types of luminance – not all though, you’ll have to dig in the documentation ;) – and describes how you should use it. I will try to add more documentation for each modules in order to end up with a very well documented piece of software!

Let’s sum up what you need

People on reddit complain – they are right to – about the fact the samples just “didn’t work. They actually did, but the errors were muted. I released luminance-0.1.1 to fix that issue. Now you’ll get the proper error messages.

The most common issue is when you try to run a sample without having the required hardware implementation. luminance requires OpenGL 4.5. On Linux, you might need to use primusrun or optirun if you have the Optimus technology. On Windows, I guess you have to allow the samples to run on the dedicated GPU. And on Mac OSX… I have no idea; primusrun / optirun, I’d go.

Anyways, I’d like to thank all people who have/will tried/try the package. As always, I’ll keep you informed about all the big steps I take about luminance. Keep the vibe!

↑ luminance first tutorial
framework, graphics, Haskell, luminance, tutorial
Thu Sep 24 00:00:00 2015 UTC