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by jsheard
1054 days ago
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glTF wouldn't be my first choice for a runtime format but it's hard to see the intent behind it as anything but a runtime format, there's a very distinct mapping from glTF concepts to OpenGL concepts. The first version didn't even have a standard material definition, the asset just had an inlined GLSL shader to render it with. They even use the same enum values so that you can plug the values in the glTF file directly into an OpenGL call if you want to. Marrying the format so closely to OpenGL is looking pretty dated now of course, with OpenGL/WebGL dead and buried by Vulkan/WebGPU. You can render glTF with Vulkan/WebGPU but the flexibility of the format and the newer APIs rigid pipeline layouts are at odds with each other - ideally you want the data to follow a consistent, rigid layout. |
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If only.
Vulkan requires everyone to be a driver writer before they can even think about drawing a triangle, while at the same time already beating OpenGL with spaghetti extensions at the rate it is getting new ones every month.
And it is only a GNU/Linux and Android thing anyway, not the main API on PlayStation, XBox, Apple, Windows and Switch.
WebGL took a decade to be fully adopted, WebGPU has at least another decade ahead of it until it becomes fully widespread, and even then it will be targeting 2015 hardware capabilities.