@Jonathan_Blow @nothings Well, while I agree with the sentiment, I actually would prefer if _both_ D3D and OpenGL were not that at all.
@Gafgar_D @Jonathan_Blow @nothings Instead, right now you get a _supposedly_ write-once-run-everywhere API, but that's not what happens.
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@Gafgar_D@Jonathan_Blow@nothings So you still have to perf optimize and debug on both platforms separately. So it's a wash. -
@Gafgar_D@Jonathan_Blow@nothings I'd rather spend that time directly coding to the hardware so I can be optimal. - Show replies
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