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"path": "/t/brillo-2-0-production-ready-2d-graphics/13747#post_13",
"publishedAt": "2026-03-06T14:32:33.000Z",
"site": "https://discourse.haskell.org",
"tags": [
"ugly but works",
"Use `unsafe` FFI imports to remove lot of RTS overhead? · Issue #26 · ekmett/gl · GitHub"
],
"textContent": "Btw, can we elaborate the constraints and design space there?\n\nI was already trying this with one project and in the end I had to migrate to a custom gl renderer (ugly but works), one thing learned in the process was that even the haskell runtime wrappery may add a (potentially serious) bit of overhead there (see Use `unsafe` FFI imports to remove lot of RTS overhead? · Issue #26 · ekmett/gl · GitHub but not sure how OpenGL backend fares there).\n\nI’m not very good with GL2/3 (I stopped doing graphics sometime when openGL1 was OK and restarted now in vulkan times ) but from what I understand there’s no good way to do actual command buffers in GL3, just some (very fat) prepared-command-buffers that the shaders can expand?",
"title": "Brillo 2.0 - Production ready 2D graphics"
}