I image that so was GLide at a give point, but today I don't see any strong reason to ever touch OpenGL. If you want something simple for visualizations etc, there are good options out there. And even Python is abandoning 2.x ;)
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Replying to @kenpex
Glide was not de facto supported everywhere for 20 years. That's actually part of the point. Metal had breaking changes (to the point where examples published in Metal books didn't work anymore) within the first year (was it?), from v1 to 2.
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We had breaking changes between beta to actual release. But I don’t remember any breaking changes after v1. Could you remind me what they were? Thanks.
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Afaict Metal 2 is backwards compatible with v1. They just added more stuff. Can't say for beta stuff.
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As I said elsewhere in the thread, I was chatting to someone at GDC who said he wrote a book on Metal 1 and now the examples don't work anymore - don't recall his name, it was at dinner with
@deplinenoise, help? :) - but I quit gfx coding 3 years ago so no 1sthand experience.4 replies 0 retweets 2 likes -
Replying to @rygorous @matiasgoldberg and
update: I am now 80% certain it was
@warrenm I was talking to2 replies 0 retweets 2 likes -
Replying to @rygorous @matiasgoldberg and
There is 100% value in “I just need to draw some shit and I don’t care about modern graphics features”. That’s the entire space outside of games.
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Replying to @deplinenoise @rygorous and
Making people write and rewrite that junk every N years is insanity.
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Replying to @deplinenoise @rygorous and
If you take it to its logical conclusion, it is an argument to not deprecate any API ever because someone will have to re-write some code. There is an opportunity cost to maintaining APIs that are no longer the best or even good choices. There has to be a balance between these 2.
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Replying to @gavkar @deplinenoise and
Right, that was me. To add a bit more context, it was about the fact that usage flags were added to textures (in iOS 9/El Capitan), and the default usage didn't permit writing or use as a render target. Matter of opinion as to whether that's a breaking change.
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There were also some slight changes in shader compiler strictness around which types were permitted as attributes (no packed vectors, IIRC). Minorly inconveniencing code rot, IMO.
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Replying to @warrenm @deplinenoise and
It seems to me a more strict checks more so than breaking backward compatibility. I guess it is a matter of opinion.
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