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Description
Hi,
The more I get to know FlasCC and GLS3D, the more I found that we can actually write GLS3D in C++. When implementing the shaders, I thought I can't create Stage3D objects in C++. However, it turns out that there's AS3++ header file, so that we can create Stage3D objects in C++.
So, the question becomes:
- Do we actually need the action script code to translate from GL calls to Stage3D calls?
- What is the initial design of GLS3D? Is it to provide GL layers to both AS code and C++ code? If yes, then it makes sense to have AS code. If not, we can probably write the library entirely in C++ (which can be more efficient). Is there any gotcha's when doing that?
Another advantage of doing everything in C++ is that we can include OpenGL library and thus we don't need to create GL constants for action script code.
Thanks.
-tep