Re:OpenGL is getting mesh shaders as well, via GL_EXT_mesh_s...
by flohofwoe on Saturday October 11, 2025 @07:58AM
(#45548464)
Looking at the ANARI spec and SDK it looks pretty much like a typical C API to me, implementing an old-school scene-graph system. What am I missing - e.g. what makes it specifically well suited for non-C languages? :)
If anything it looks more like an admission by Khronos that Vulkan wasn't such a great idea (but a 3D API that's based on scene graphs isn't either, so I'm not sure what's so great about ANARI tbh).
Re:OpenGL is getting mesh shaders as well, via GL_EXT_mesh_s...
by pjmlp on Saturday October 11, 2025 @09:36AM
(#45549031)
Python is part of ANARI value proposal, and the standard takes this into account.
https://github.com/KhronosGroup/ANARI-SDK/tree/next_release/...
Re:OpenGL is getting mesh shaders as well, via GL_EXT_mesh_s...
by fulafel on Tuesday October 14, 2025 @12:23AM
(#45576236)
At first blush it looks like it supports writing C in Python more than going along the grain of the managed nature:
status_handle = ffi.new_handle(anari_status) #something needs to keep this handle alive
(from https://github.com/KhronosGroup/ANARI-SDK/blob/next_release/...)
The ANARI effort was born exactly because the visualisation industry refusal to adopt Vulkan as is.