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by torlok 5 days ago
OpenGL is still the simplest way to start learning hardware accelerated rendering, and it runs on all modern platforms.
2 comments

In light of WebGPU, I respectfully disagree. Because it has us building shader modules, buffers, and pipelines up-front with descriptors, the task of figuring out why something isn't working is often front-loaded. Pair that with its eloquent warnings (in comparison to, like, gl.getProgramParameter(shader, gl. COMPILE_STATUS) ) and the ability to label all your stuff to see it referred to by name in aforementioned warnings text... I'm rambling, but, there's just a lot of helpful stuff in WebGPU that I don't think OpenGL has, that stands to really help newcomers along
Game consoles aren't modern platforms?