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by fixermark
3699 days ago
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Correct. What the author seems to be missing is that a different approach was already tried in the "fixed-function pipeline" era. Two issues were encountered: 1) Fixed-function utterly failed to capture the explosion of features as graphics card capability took off, having to fall back on nasty APIs like the OpenGL extensions system (where at a certain level of sophistication, more of your code is calling Glext functions than core OpenGL functions---when everything is an extension, nothing is) 2) Compile-time-checkable behavior was accomplished via function calls, but it turned out that making a lot of function calls created significantly non-trivial runtime overhead, and performance is king in graphics. It's hard to get good static checking on a model of "Rip a bunch of bits into a binary buffer and then ship that whole buffer to the GPU," but that model is a lot faster than many-function-call-based alternatives. |
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