I've written some pretty low-level OpenGL bindings in Rust, because the existing solutions are either too high level or over the top complexity wise.
At the time I only had experience with the OpenGL C api and didn't want to learn a totally different Rust abstraction or mix C/C++ libraries into a pure Rust project.
At the time I only had experience with the OpenGL C api and didn't want to learn a totally different Rust abstraction or mix C/C++ libraries into a pure Rust project.
https://github.com/DomWilliams0/name-needed/tree/develop/ren...