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by badsectoracula
2346 days ago
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Similar here, except i'm sticking with OpenGL 1.x (or 2.x for when i want shaders... or 3.x/4.x for when i want MORE shaders :-P), exactly because of the sheer simplicity of the API. I have written a bit of Vulkan code (i wrote this[0] the day the spec came out, after banging on it for several hours - and i found the spec quite readable, at least from the side of someone who wants to use it... someone i know who worked on the implementation side has told me that it wasn't that great), but i find the API way too ugly and verbose for my taste. I have considered writing a small OpenGL-like wrapper on top of it since i am concerned that OpenGL quality will deteriorate in the future (though that would break a TON of games, including the ultrapopular Minecraft), but for now things work fine. [0] https://i.imgur.com/rd8Xk84.gif |
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OpenInventor could have been it, but SGI had other plans for it, and no one at either ARB or Khronos actually cared about it.