Re:From scratch OpenGL and shaders with raw Xlib
by detourdog on Saturday March 30, 2024 @10:20AM
(#39875147)
What I think is important about this approach is that when OpenGL's cruft appears it is in a technical context. This provides the oppertunity for one to develop a better technical understanding of what is going on with their project and the targeted goals.
While this is true, for somebody who is starting from scratch there is a lot to learn before getting to the level at which thinking in terms of PSO is important, and it can be easier to get there via OpenGL, which btw still teaches you a decent chunk of GPU-friendly patterns (assuming of course we are talking about "modern" OpenGL and not display lists and such...). Also, with a good command of OpenGL, one can start trying to understand and re-implement rendering techniques spanning from deferred/forward+/clustered lighting, the various shadowing techniques and even HW raytracing eg. via the GLSL_NV_ray_tracingextension, which is - in my opinion - the more important side of learning GPU-accelerated rendering.