Re:A trip through the Graphics Pipeline
by dahart on Wednesday December 14, 2022 @10:58AM
(#33985354)
It’s not just remaining low level, the trend has been moving steadily toward lower level. The primary reason is performance. It’s hard to squeeze the best performance out of the high level APIs. Another reason is because the people who care the most and get involved in the API and standards committees are people who know the APIs and their limitations inside and out, and care deeply about performance; people like game engine render devs, browser developers, OS developers, and hardware developers. And so newcomers and the ease of learning these APIs aren’t well represented. On one hand, there’s a valid argument to be made that people can write wrapper libraries if they want easy-to-use libraries. On the other hand, some of us really miss how easy and fun using SGI’s GL library was before it turned into OpenGL.
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Earlier versions of GL were indeed a lot of fun and easy to get started without much learning curve, but very easy to get into a pickle and blow your foot once the project gets reasonably complex with everything being a state in the context.
Re:A trip through the Graphics Pipeline
by Agentlien on Wednesday December 14, 2022 @02:03PM
(#33988369)
OpenGL 4 was a huge shift and felt like such an improvement once you got used to it. It was a bit more work to set things up, but it was so much faster and had a lot less messy global state.
Yep, GL4 with DSA was such a big improvement.