OpenGL 4 haters need to try a few more graphics API's before they realize that the nature of the task of controlling an auxiliary computer sucks inherently. Talking to a coprocessor was already madness.
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That and documentation per API level. Not that MSDN is perfect, but it is pretty essential. Vulkan specs and man pages are much tighter. http://docs.gl is a great alternative.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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It’s one thing I appreciate about OpenGL ES, especially 3.x, it’s many of the good bits of modern GL without some of the cruft. But some of the cruft remains :)
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And es doesn’t stay up to date with the new features of gl4. I recently had to drop aggregate bind functions (glBindTextures, etc) because of es support. Also no texture views. =\
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For me my largest frustration is that the default failure case is blackness. Like, forgot to enable the extension you are trying to use? No error, just blackness!
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Add this to the list: OpenGL error messages are real bad and different from driver to driver. With how vulkan has layers, and OpenGL can do similar function pointer injection, you'd think there's be an open source opengl validation layer.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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