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by flohofwoe 2352 days ago
Unfortunately the API update model hasn't changed much from OpenGL it seems ;)

...not talking about the idea to first test out new ideas in vendor-specific extensions, and then elevate them to the core, this is definitely a good idea - but about stacking new stuff on the previous API version, this approach is what turned OpenGL into the heap of accumulated cruft it is today.

Direct3D instead was a new API with each new major version, which in the beginning sounded insane, but turned out the better decision in the end because that made it possible to discard the cruft (the crucial part is that old API versions are frozen but still supported).

1 comments

OpenGL deprecated the cruft in 3.0, removed it in 3.1, then added a way to get it back with the compatibility profile in 3.2. Turns out a lot of people still wanted that cruft and they were a big enough market that people listened to them. I believe it was CAD software asking for this which on Windows is the only major user of OpenGL.

Direct3D is mostly used for games so if your new game has to use a new API that's not _that_ big of a deal. You don't start from scratch every couple years with regular software though.

The CAD market is also not that much impressed with Vulkan's complexity.