| "I imagine that many of the people that think they need to learn OpenGL would be completely happy with Unity3D, for example." This isn't quite my experience. Unity3D can put a lot of bullshit between you and a simple update loop for testing out an idea spike. Many times, you really just want a "poll events/update state/draw shit" loop, bereft of anything else. OpenGL 1.x and GLUT were actually pretty much perfect for this use case--the fixed-function pipeline made splatting up things really easy to understand. As hardware moved away from that model, and as people kept wanting to bolt on more features, life got too complicated, and the only solution was to say "Okay, screw it, you all write the shaders you want". Your point about "what makes sense" is a good one--people don't seem to grasp that in order to have the functionality they might want in a graphics API at the performance they think they need, they need to have a toolset that lets them build large pipelines. When you're building what is in nature a big refinery, you shouldn't complain about boilerplate. At that scale, it's not. |
This is why I asked if its more of a marketing\perception problem, or maybe a workflow problem, than a real problem.
Maybe the answer is to build a portable environment that completely emulates fixed function OpenGL from the 90s and can build all the NeHe tutorials, although that sounds really regressive to me.