| > He has Vulkan support in here with a clearly marked file named Pipeline.cpp. The guy knows what a pipeline is... There is a Vulkan API wrapper. However, there is no "Vk Renderer" -- no code seems to use the Vulkan parts of the code system, and the two projects seem unrelated. > * Is this not a UBO interface? There are ways of making a uniform buffer, however the examples don't cover them and the API doesn't adapt automatically. See how all of the setters assert if UBOs are enabled. https://github.com/mosra/magnum/blob/cfc02599e54e02337dd56bb... > * I don't see why you think there's limited support for multiple framebuffers...? The code I do see is about binding/unbinding framebuffers in a stateful manner, e.g. AbstractFramebuffer::bind(), rather than supporting passes. > None of your criticism seem well intentioned. It might behoove you to give people the benefit of the doubt and realize that you may be able to learn something from them, even if they're so clearly inferior to you. To put it simply, I've taught enough graphics to know first-hand the kinds of misconceptions that OpenGL-styled APIs can cause, and I'm just a bit tired to see it continue. Admittedly I was a bit harsh, I don't mean any harm towards the author. There are just graphics APIs with interfaces I consider to be much better designed. |