@cmuratori @ocornut I notice some folk say 'immediate mode' for non buffered GL (i.e. glVertex3f(p0), etc..).
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Replying to @dougbinks
@dougbinks@ocornut Ahhhh. OK, well, that would explain it. I suppose it is all a continuum, so it's a bit tricky, to be sure.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@dougbinks that's what I was thinking. always thought of "immediate-mode" rendering as non-buffered, convenient but not scaling1 reply 0 retweets 0 likes -
Replying to @ocornut
@cmuratori@dougbinks Yesterday heard somebody saying "immediate-style" and I thought it conveyed something more open-ended1 reply 0 retweets 0 likes -
Replying to @ocornut
@ocornut@dougbinks I need to put up an updated video :/ I should probably just do it as part of Handmade Hero sometime soon...1 reply 0 retweets 1 like -
Replying to @cmuratori
@ocornut@dougbinks Because the whole conceptual space there is very deep and important and goes beyond UI, so people should understand it.1 reply 0 retweets 0 likes -
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Replying to @ocornut
@ocornut@cmuratori For a quick overview of some of the nightmare past of graphics, look up retained mode and DirectX history for example.1 reply 0 retweets 0 likes -
Replying to @dougbinks
@dougbinks@ocornut DirectX was a relative latecomer. OpenInventor and so on were the real pioneers of bad RM APIs :P1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@ocornut Yeah, I used IrisGL when I was an academic, stayed away from OpenInventor. Didn't want to scare the young uns...1 reply 0 retweets 0 likes
@dougbinks @ocornut It's funny to think about the days when non-consumer graphics hardware was faster than consumer graphics hardware :P
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Replying to @cmuratori
@cmuratori@dougbinks Mirrors the dying concept of arcade games. They used to be the better hardware consumers would never have at home.1 reply 0 retweets 0 likes -
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